One Drunken Knight
User Guide:
Name: One Drunken Knight
Controls:
- WASD = movement
- Hold Q = Punch
- Hold E = Kick
- Direction of mouse = attack direction
Gameplay: You, a mighty knight, are drinking peacefully in a tavern one night, when forces of evil, under the clever guise of bar staff, try take you away from your drinks, fight them off!
You will start the game with 2 main screens, the Title screen and High Score screen. The title screen will simply let you access the high score screen or start the game, and the high score screen displays the current high scores of the players who have played the game previously.
Once entering the game, you will find yourself in the tavern map, the first of 6 floors. On each floor you will find different types of enemies, such as these guys below
These evil doers will chase you around the map, trying to thwart you in your pursuit of inebriation, don't let them get too close, or they'll hurt you!
Instead, use your punches and kicks to fend them off! And if you get low on health, there are beers, wines and spirits found in each map which restore 1, 5 and 10 points of health respectively, all you have to do is run into them! (literally!)
After 90 seconds, you will see a curious arrow appear in the bottom right corner of your screen
Follow this arrow to find the stairs to the next floor! Which spawns in random locations each game
You should note upon reaching the pub manager room below floor 6, the arrow will start pointing you in the direction of the upward facing stairs, leading you to the upper floors of the pub again and to escape! Your prize, peacefully drinking your night away at the pub across the road. But beware, this grand prize isn't for the faint of heart, and many enemies, challenging map layouts, and environmental hazards stand between you and freedom!
If you are bested before escaping, and your high score succeeds the current high score, you will be given the option to bequeath your name to be remembered forever (or until you close this web page)
This name will appear on the high score menu screen, for all to admire. If you don't beat the current high score and are defeated, a similar screen will appear for you, however you wont be able to input your name, and will be given the option to try again, or return to the title screen.
And that's it! I hope you enjoy the game, and have fun :)
AI:
No Chat GPT or co pilot or any other ai aid was used in making this game.
Sources:
Scripts:
Some scripts from the unit were used/modified when making this game
Art:
Dungeon Crawl 32 x 32 tiles supplemental:
https://opengameart.org/content/dungeon-crawl-32x32-tiles-supplemental
I used this tile set for 90% of the games background art assets, including the background floors and walls, statues, water and lava, stairs, portals and exit doorway, as well as the sarcophagus' found on floor 5.
Furthermore all of the enemies bar the final demon/pub manager come from this tile set.
More Isometric Parts:
https://opengameart.org/content/more-isometric-parts
I used this tile set for the coffins found in floor 3, as well as the boxes found on the pub managers floor below floor 6.
Table and Chair Set:
https://opengameart.org/content/table-and-chair-set
This tile set was used for the tables and chairs throughout the whole game.
Misc Dark Fantasy Scenery Sprites:
https://opengameart.org/content/misc-dark-fantasy-scenery-sprites
I used this tile set only for the candelabras on floor 2.
Demon - Flare Sprite Sheets:
https://opengameart.org/content/demon-flare-sprite-sheets
I used this sprite sheet for the final pub manager, who you find below floor 6.
For the player sprites and the title screen image, they were made by myself, and my good friend Edison Guiney White made all the drink sprites!
Fonts:
Alegard - Hewett Tsoi
https://www.dafont.com/alagard.font
This is the font used for all ui, text and button text in the game.
Music:
Folk Round - Kevin MacLeod
https://uppbeat.io/t/kevin-macleod/folk-round
License code: 5YQFA4HQAO4JWDRL
This is the music for the first and second floors of the game.
Truth in Stones - Kevin MacLeod
https://uppbeat.io/t/kevin-macleod/truth-in-the-stones
License code: VADTM0I7KVJF5GQM
This is the music for the third and fourth floors of the game.
Hidden Past - Kevin MacLeod
https://uppbeat.io/t/kevin-macleod/hidden-past
License code: XOFYNH8LFO41S6TG
This is the music for the fifth and sixth floors of the game.
Sound Effects:
Orchestra Triumphant Trumpets
Game Over Dark Orchestra
Grand Brass Fanfare:
https://mixkit.co/free-sound-effects/orchestra/
These tunes are played on the player escape, game over high score and regular game over scenes.
Very Crowded Pub or Party loop
https://mixkit.co/free-sound-effects/public-places/
This is the background loop for the intro slideshow
Ah woman exclamation of pain
Female exclamation of pain
Scream in pain
https://mixkit.co/free-sound-effects/hurt/
These are the hurt sound effects of the enemies.
Soft quick punch
https://mixkit.co/free-sound-effects/punch/
This is the attack sound effect of the player
Footsteps on mattress loop
https://mixkit.co/free-sound-effects/walk/
This is the walk sound effect for the player
Game magical potion drink
https://mixkit.co/free-sound-effects/drink/
This is the sound effect when the player drinks.
Light button
https://mixkit.co/free-sound-effects/discover/button/
This is the sound effect when you click buttons in the game
Development log
- Documentation51 days ago
- Devlog - game concept51 days ago
- Game Testing59 days ago
- Week 11 - Presentation/Graphics62 days ago
- Devlog 3 - Enemies and Interactions68 days ago
- Devlog 1 - Player movement and more!82 days ago
Comments
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once again love the concept, and it has been implemented well, and love that a cutscene really illustrates it at the start. The chairs falling over as you walk around may be the best part of this, it just makes things look so hilarious
Overall a very amusing concept, and looking forward to seeing how this turns out. Some aspects of the game treatment strayed towards explaining more of the story and less of the gameplay, so I still don't have 100% a clear idea of how specific aspects will work. As a result I don't have a huge amount of comment about the feasibility of the project, but I would just caution against straying too closely towards the style of vampire survivors given that a large amount of success in that game is the sheer number of enemies etc, which is difficult to do well without considerable work on performance/framerate etc.