Inspiration

This was inspired by many different games, including a game wh.ere the goal was to not stop moving, aswell as many roguelike games such as Legend of Zelda.

What it does

It's a game about a lost (and armed) Roomba trying to find a way out of the coal mines.

How we built it

-We used some pathfinding algorithms for enemies in Processing, and read Image pixels to load levels. It is tile-based, so production was quick.

Challenges we ran into

-It was the first time using pathfinding and we didn't know where to start. We didn't understand anything that was said online so we made our own way for pathfinding

Accomplishments that we're proud of

-We are proud of the large world we built, aswell as loading levels by reading images.

What we learned

-We learned that we should keep track of the time more, and be sure what you are doing before you code.

What's next for Disorientation

-We plan to add usage to the inventory items and add many more enemies and attacks

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