Druidz - Massive growth in only a week!


Created for Hull University's Easter themed 3TG gamejam, Druidz was initially made in a single weekend in response to the three prompts: egg, hunt, flower. The development of a web-based multiplayer game with territory, damage and tower placement systems was quite ambitious for two days, as all content and systems for the web-based multiplayer were to be created from scratch, apart from the use of the Unity game-engine and the PUN networking package.

In general, the gamejam was an absolute success, and a fun, playable game was created at the end of it. However, as would be expected, it had its fair share of server issues, networking bugs, and a general clunkiness that comes from a 2-day dev cycle.

It has been a little over a week since then, and the game, whilst mostly visually identical, has been transformed in terms of usability and stability. To go over all of the changes made would be far too long, however the following bug fixes and user-stories are some of the highlights that were ticked off of our backlog:

Towers:

  • Sunflowers range/power balanced, no longer local bringers of doom .
  • Sunflower now has a coloured indicator showing the player it belongs to.
  • Sunflowers no longer take the whole cell,  making it possible to slip between them and preventing building player cages.
  • Territory claiming tower now has health and can be destroyed before it finishes claiming the land.
  • Territory flower now disappears after it is finished claiming territory.
  • Territory claiming tower now shows the colour of the player who placed it.
  • Towers can no longer be stacked on top of one another.

Units:

  • Bees now have health and can receive damage/die.
  • Bees now attack enemies closest to the player.
  • Eggs now heal a small amount of health and mana.

Player Controls:

  • Player is now able to select between mouse or keyboard based movement from the main menu.
  • Placing towers on enemy territory is no longer possible.
  • Added ability to cancel tower placement by pressing the tower key again.
  • Towers now appear correctly in the middle of the cells while placing.

UI/GUI/UX:

  • Each player, unit and tower now has a healthbar showing their current health.
  • HUD now shows available towers, their cost, whether the tower can be afforded as well as the keybind associated with it.
  • HUD now shows the current number of bees, also whether the max number has been reached.
  • HUD now shows a Minimap, it tracks owned tiles globally but also updates around the player to show any discovered enemy territory.
  • Sprites are now dynamically ordered, appearing in front of or behind other sprites, simulating depth.
  • Refreshed and improved all of the menus, including the lobby / server creation screen.

Networking:

  • Mana is now networked correctly.
  • Bullets from both towers and units are now replicated correctly 
  • Territory of a leaving player is now correctly replicated over network.
  •  "Master" client now correctly switches to next available player, no longer breaking the game once the first player leaves

And this is just the beginning! Please try the game out for yourselves with friends, and make sure to follow the development of Druidz.io and Parse(Nips) for more great content!

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