Mushroom Game
Mushroom game is a 2D adventure game in Godot where you are a little mushroom.
Year: December 2020
Language: GScript
Libraries/Frameworks: Godot
Or at least, it's a demo.
I had fiddled around with both Unity and Godot a fair amount making 2D toys in 2020.
A longer GIF of the game can be viewed below:
In the game, you are a mushroom warrior.
You kill monsters inside dungeons and collect spores as currency for items or leveling up.
The demo has a home map, house, town map, and a crossroads map.
I enjoy thinking up of fantasy-themed worlds so I made a diagram of the world/proposed playthrough here.
Someone pointed out "10. Go Hell" was amusing so I came to like the diagram too.
You start off in a fairy ring, and upon approaching your house you obtain your weapon, which is a door knob.
I think the idea of having a door knob as a weapon is great, because you can make elemental swords come out of it, or it could act as weird keys to various doors. No one steal this idea.
For the dungeon system I imagined something similar to Phantasy Star, where you can choose a dungeon and its difficulty.
Then basically you grind it 3,000 times.
This mental illness comes from decades of asian MMOs.
There's a silly bee boss that I also made for the dungeon.
In Australia you'd often have bees in your pool. And they sting you and it's scary. That's where the boss idea came from.
I'm also enthusiastic about player housing. Whicih might not be obvious with how tiny his house is.
I tried to make mushroomboy's house cute and compact.
The things that would have been interactable would be the bed for healing, chest for storage, and cooking area for crafting.
Here's what the game looks like on Godot.
Scenes are organized fine but the tree inside each tree is quite the unnamed mess.
This is where I realize I should have taken more in-editor screenshots for a lot of the other project pages on this website.
The game started off looking a little different.
I hadn't had much experience with game assets so it was a struggle.
Eventually I was able to complete a map,
and get a little guy moving.
I say little, but this guy is maybe ten times bigger than the final mushroom boy.
And then I scrapped it all, because I didn't like the art style.
Many such cases.
I went for a more vector-illustration look, rather than a pixel-art look.
This one had Lumpy as a cute girl.
Consistency wise, this style did work a lot better.
A town map was also created, along with some basic features:
Alas, there was one major flaw with this from the start:
The sprites were too big; much too big.
With the above style, there was just no way I was going to be able to animate any monsters in humane time.
And so once again the art was redone, this time scaling it all the way back to "As Small As Possible".
The colors used was also shifted up in the color palette, so that it is brighter, thus more of the color palette could be used.
And of course, it is using my usual color palette.
There's something satisfying about the very basic observation of something you drew, moving in the way you will it.
I suppose as someone who liked drawing as a child so much, it feels whimsical that something you draw be interactable.
Like you're living through it. Living through a dust-sized bopping mushroom holding a door knob.