Joey Kapusta

Gameplay Programmer

Quest

Summary

This game is a Legend of Zelda clone, intended to be cliche, coded in C# with MonoGame. This project was to practice coding common game mechanics, so we decided combat, collisions, map movement, game progression, and saving the game were key aspects to include. The result definitely is cliche, but successfully includes the fundamental building blocks of any adventure game.

My Contribution

I coded the map transitions, saving and loading, and the UI. The maps load in as CSV files, defining the contents of each grid square. Map exits hold a reference integer to refer to the adjacent map file, which is then loaded with the player placed at the appropriate entrance point. Game saves were a long list of integers representing the tasks completed and the number of each item the player had, as well as their map coordinates. Every map transition triggered an auto-save, so players could never lose more than the progress within one room. I used a modulus of the current health to properly draw the fractional heart sprites, and used those same item integers to disply the current items.

Moving Forward

This project was definitely good practice, letting us experiment with ways to solve important problems in game development. However, with the nature of the project, I don't feel like it could ever go anywhere. It was simply a familiar platform on which to learn game programming.