Inspiration
I've been using Unity routinely over the past 2 months, so I wanted to use these skills for Shell Hacks! That was my inspiration for making a game, but the story of the game has its own inspiration.
Starting college in 2019, I didn't have the key to success. I still had a lot of room to grow. I often thought about changing my major from Computer Engineering because of how hard it was. At that time, I wasn't strong enough. I felt like the Computer Engineering Adventure, was Locked from me. However, using my own "sages" like professors, mentors, peers, etc., I was able to analyze my surroundings and find my own key to success. On this quest, I've grown stronger, just like the characters do in my game. The Dragon boss inside the door represents an immensely difficult challenge the future brings. For some this is the workforce, others a graduate-level degree, or really anything that is scary for how shrouded in mystery it is. However, if you do your journey properly by finding your key to success and growing along the way, you will be able to slay that challenge and win.
What it does
Adventure Locked is an Role-Playing Game where you need to find a key to open a locked door. Upon opening the door, you fight a mighty dragon. The only way to slay the dragon is with a strong enough team. To strengthen your team, you must fight lots of enemies on your way to find the key. You can also utilize sages to not get lost. They function like landmarks. Beds represent lodging, where you can take your party to be fully healed.
How I built it
I used Unity as a Game Engine, and for scripting, I coded in C#. Most of the art assets are created by me. The only exceptions being the battle backgrounds, the caravan, the bed, and the dragon.
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Challenges I ran into
The battle system was very hard to implement. Although a substantial amount of progress was made, the battle system still needs work. My main issue was adapting to how Game Objects can be effectively used within other scripts. Another issue here was sequencing the order of events to my liking.
Accomplishments that I'm proud of
- Switching between Scenes smoothly, while retaining key data (like caravan position, or hero stats).
- The integration of the pointing hand during battle. This is integrated such that it provides easy access to the enemy it points to, as well as smoothly going through the array of enemies.
- Randomizing encounters, number of enemies, and types of enemies per battle. This level of randomness is common in RPG's, and I'm proud of how well I preserved this RPG aspect in my game.
What I learned
- A lot about Scene Management (scene switching and saving/loading scene data).
- How to make Objects in scripting to resemble familiar C++ experience.
- That I really want to work in Game Dev. At first, I did like it a lot, but didn't have too much experience to say much. Now, I know this is what I want to do.
What's next for Adventure Locked
I hope to continue this project since it was a lot of fun, and I truly enjoy working on Game Design. I hope to complete this project to the end, so that anyone can play it from start to finish!
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