Game Vault

Game Vault #4 – Merchant’s Legacy

Merchant’s Legacy is a game that started to make in late August of 2015, and ended in April of 2016. With eight months of development, this game is still to date, my largest project. So what is it? Well basically you could call it a 2D, top down version of Shoppe Keep. This is a game where you run and manage a medieval shop, buying produce and selling it to customers. At the time of early development, I hadn’t known about Shoppe Keep until around a month in so the idea wasn’t really a copy, yet there were some mechanics that I did borrow from the game. What makes my game different though? Well here’s a description of the game:

Merchant’s Legacy is a game set in medieval times, where you are in charge of a shop. You need to place down the shelves and tables, then buy the various different items that you can put up for sale. Once that is done you can open up your shop and let people passing by come in and browse your goods. This game also has a dynamic economy, so you can set what price you want for each item and can even affect the future prices by many ways. You need to pay tax in time and watch out for thieves.


That little description didn’t really give a full overview of the features, so here’s a list of them that can be found in the game:

  • 2D pixel art, top down style.
  • Customisable shop interior.
  • Dynamic in-game economy.
  • Various different citizens you can talk to.
  • Thieves can steal from your shop.
  • You can be cursed by mysterious passers by.
  • You can grow a farm in your yard.
  • You need to pay tax every month or the King’s thugs will come for you.
  • There are beggars on the street who do good for you if you do good for them.
  • Skill tree.
  • You can upgrade your weapon.
  • If you want, you could kill everyone on the street outside.
  • You need to manage your reputation.
  • Black market.
  • Load / save system.
  • You need to sweep the floor as those dirty citizens come through your shop.
  • If you do attack people, you need to clean up their blood or your rep will go down.
  • Achievements.
  • You can put up advertisements for your shop to increase traffic.
  • You can borrow money from the bank.

Here are a few of the game’s values / mechancis that are useful to know when reading this blog post:

  • Gold is the currency of the game. You can use it buy items from suppliers, upgrade your shop / weapons and other things. You can gain money by selling items to customers or by other means.
  • Reputation is the number out of 100 which determines how popular and respected your shop is. You want this number as high as possible as this determines how often people visit your shop. You can increase this by keeping your shop clean, keeping prices reasonable and not attacking citizens.

The game revolves around its time system. It has a calendar just like us, yet the days are only around five or so seconds long. This means that each year is around half and hour. With this, all the games mechanics revolve around the time. You need to be always watching the date as you need to pay your tax, repay loans, watch for deliveries. At times I feel like because of this time system, the game forces to player to rush what they’re doing and any mistake would be detrimental. This is not how I wanted to game to turn out though. I wanted it to be a sort of peaceful yet in-depth management game. It turned out to be a stressful journey, where the player is at the mercy of RNG and skill to get as many people coming into their shop so that they can pay their tax. If I could fix this, I would make the days go on for longer or maybe even chuck out the entire time system. Yet I don’t that was ever going to be an option. The game was designed around having a time system and changing that would require an entire re development from the ground up. I like the time system, it’s just that I’m not doing it correctly to suit the mood and pacing I want for the game.

The pacing and game loop is another issue I have. The whole basis of the game is: buy items, resell at higher price, pay tax, repeat. Of course there is progression, in that you can buy more shelves and upgrade stuff, yet it can get boring after a while. Also with the fast paced play style you will need to develop, it can lead to quite a stressful and unsatisfactory result. In my mind not looking back, there was never a real goal to the game. Yes there was the ones like, reach a high reputation, sell an expensive armour piece or achieve all the achievements. These are goals in their own way, but there isn’t really an overarching end goal. Although does it need one? I’ve played this game for an hour straight once and like mentioned above I felt kind of stressed out and pretty unsatisfied. Then there is the tax that the player needs to pay every month. This is a mechanic that I thought was good and that added a constant challenge for the player to accomplish, yet it is just the main contributor to the games fast play style and stressful nature as you need to get the money each month otherwise you will be punished.

In contrast to the statement above about the game being fast and stressful, there are also moments where it is slow and at times stagnant. By this I mean there are points where all you can do is stare at the people walking into your shop in hope that they will buy stuff. There are points in the game where you are so low in money and in reputation that it is nearly impossible to recover. You may say that this then balances the games pacing. Well no it doesn’t. Having a fast paced play style suddenly shift to a slow crawl is not good as there is no middle ground. The same way hot and cold doesn’t mix.

Although, in saying all this, if you know what you’re doing then the fast paced play style is not that bad as you have in mind what you need to do and when you need to do it. It’s just for new players who will suddenly have thugs at their door for not paying something that just flew by their head. Apart from this, the rest of the game’s mechanics and features are quite good as this is probably one of the only overarching problems of it – and one of the reasons why the project eventually failed after eight months.


As the player you have three tools. Your broom, your weapon and your selection tool. These tools let you manage your shop in various ways. Here’s what they do:

  • The Broom tool allows you to sweep up dirt from when people walk in your shop and blood from when you or a thug injures someone.
  • The Weapon is a tool that allows you to defend your shop from thugs or thieves. Although you can attack anyone you see, it may not be the best idea as your reputation will go down. You start with a club, but can upgrade that to a sword with gold, and furthermore to a bow.
  • The Selection Tool is a tool that isn’t necessary to run your store, but makes management easier and allows you to see data that might be useful. When this tool is in your hand, you can hover over your shelves and cupboards to see exactly what items are inside them, rather than needing to open them up. You can also hover over citizens to see how much gold they have on them and what their occupation is.

What I wanted for the game, was hands on interaction with the environment by the player. This means that I wanted the world to feel real by having the player need to manually walk up to things to trigger them. For example, to open the shop door they need to walk up to it instead of just pressing a button. I feel that doing things like this, adds to the player experience, just like in some games you need to sleep in a bed to save the game. Here are the other situations where this hand on interaction takes place:

  • To view the achievements, the player needs to walk up to the trophy cabinet in the back of the shop.
  • To manage the farm, the player needs to walk up to it and interact with it.
  • When supplies get delivered, the player needs to walk outside and collect the items.



There are many different types of citizens in this game. What are citizens? I talk about them above but never really go into detail on what they are and what they do. Well citizens are the NPC’s that walk across the screen in front of your shop. You can talk to them and they will say one of a hundred or so randomly selected phrases. Some citizens are different though and here is what they are:

  • Customers are citizens that have a chance (based on reputation) of visiting your store and perhaps even buying something. Each customer has a certain amount of money they can spend and this is dictated by their occupation. You can see their gold and occupation by hovering over them with the Selection Tool in your hand.


Citizens can have a variety of different occupations and this can even influence what they will buy. For example, a doctor would be more inclined to buy medicine. The occupations a citizen can be are: None, Farmer, Apothecarist, Knight, Blacksmith and Doctor. Most citizens are unemployed and the occupations with the most money are rarer to spawn.



When a customer walks into your shop, you can right click on them and an options pop up will appear. You can either greet them or ask them to leave. If you greet them, they will be happy and be willing to spend more. If you ask them to leave, they will be angry and walk out of the shop. Sometimes if you need to close shop and renovate, this option may be needed.


  • Thieves are citizens that act like customers, browsing your goods and remaining unnoticed. Yet when you least expect it, they could suddenly start to run out of your shop with an item. A message will pop up saying that something has been stolen and you can choose to go after them. If you successfully kill the thief, you will get the item back and gain some reputation.
  • Thugs are the citizens that you untitled
    don’t want to see. They are high health people who walk in groups through your store, taking what they can find, hitting citizens and leaving a mess. They can get called to your shop if you: haven’t payed your tax in time or haven’t payed back your loan in time. How they work, is that they come on the screen like any normal citizen but when they come into your shop, they go to all the shelves and just take a number of items. Seems scary right? Well it’s pretty broken since you can just take all the items out when you see them coming. This was a problem that I found almost impossible to balance.
  • Beggars are homeless people whountitled wonder the street looking for some gold. If you talk to them they will tell you of their situation and you can choose to give them 10 gold. If you accept, you will receive some xp and on rare occasion, even get a random active effect on your shop that could boost reputation or profit.
  • Mysterious Citizens are just like customers yet they will never walk into your shop. If you happen to talk to one, they will ask you if you wish to accept a gift. If you accept, you will either be given a positive temporary active effect like rep boost or profit boost. Or you can be given a negative one which could lower your rep. There is also a chance you could get an item or gold from them. After you talk to them they will fade away. Also if you choose to attack them, they will not take damage, yet just fade away.



In this game, the way you get items to sell, is from buying them from the supplier. The way I done it, was that you go to the Order menu and select your supplier and then the items you want to buy. Once your order form is complete, you can click Send Order to add it to the order list.


Depending on what items you purchased, it will take a few in-game days to arrive. When it does, a horse and carriage will run past, dropping off the crate with your items in it. You then need to go outside and take everything out of it. This is an example of the hands on experience that I wanted in this game. Instead of just adding the items to your inventory, it requires the player to manually go outside and collect their goods.

There are four suppliers in the game, with one of them being only available in December (in-game). When making the game, I had a supplier for early game, mid game and end game. This is so that the player can concentrate on once supplier which is relatively cheap, rather than being overwhelmed straight away with so many choices. These suppliers are listed below:

  • South-West Farms is a farm that produces bread, ales, meats and other food stuff. Their items are pretty cheap, so early game you will be selling quite a few of their items to build up your shop.
  • Merik’s Forge is a metal work and weaponry supplier. He makes shields, bows, swords, armour, axes and more. These items are quite expensive to buy, so it is recommended for the player to only sell these items once they have established a quite profitable shop already.
  • The Apothecarist is a supplier that sells medicinal items. At the games current state, they only sell medicinal herbs, yet I had many different drugs and herbal healing medicines in mind. Like Merik’s Forge, the items here are quite expensive, so they are sort of reserved for mid to late game for the player to buy.
  • Holiday Seller is a supplier that only appears during the month of December in-game. They sell Christmas trees and antlers. These Christmasy themed items are in very high demand during December so it is a good idea for the player to buy them quick. The problem though is that for all the months outside of December, the demand is very low so there is no point of selling them then.


There are also two other sellers that I had in mind when making the game and planned to add in eventually. These suppliers are:

  • Foreign Market is an event that happens once a year in-game. For one month traders from around the world come to your street to sell their exotic and high in demand foreign items. You can buy these and re sell them in your shop like any other supplier, yet these are of limited supply. I think I was going to make it so that overtime, their supply dwindled as it simulated other shops buying those items, so you had to be quick to be first.
  • Black Market is a supplier that I was going to add in along with another feature of hiring workers. Both never came around to happen, but I believe it was still a pretty good idea. The general gist of things was that you could hire traders to go out and find you good, sometimes illegal deals on the street. Eventually these traders you hire would come across the black market and it would be unlocked for you to use in the Order menu. What they sell is a variety of stuff that the other suppliers sell, yet at a discounted price. The downside though, is that when you send out an order for black market items, there is a chance that the package could be intercepted and you could have thugs sent to you by the King. It was a risk vs reward situation where the player had to decide if getting cheaper items was worth the risk of having stuff stolen from their store.

What you put these items into, to make them up for sale, are shelves, cupboards and build items. You do this by clicking on the Build button on the bottom right corner of the screen.


Once in Build Mode you can select objects from the screen and place them anywhere inside your shop. In the image above, we see the Pedestal, which costs 20 gold and can store 3 items. This is what the player will be placing around at the start of the game, where as later on, they will be placing down the more expensive and greater item holding Cabinet (the cards table was only a test item). The biggest problem with these storage cabinets is that having more than one is kind of redundant. You are able to instantly add and remove items from them, so you could just keep adding items to a single one as they are getting purchased. This makes having more expensive and multiple storage cabinets useless. A way that it could be avoided, is perhaps to have the items load in the storage cabinet for a few seconds. Similar to Rust‘s inventory system, how it takes time to move items in and out of your inventory. Although due to the game’s nature, this would still only stop the problem a bit as having many storage containers would still be redundant.


The economy in this game is one of the things that I spent a lot of time on, yet never really flushed it out. It was designed to be an ever changing, dynamic system.


Each item in the Economy screen has two values. Recommended Price and Demand. These two values can change overtime by random events and player influence. The recommended price is the price that the item should be sold for. If you choose to sell it for less, than more people will be willing to buy it, while if you sell it for more than the rec. price, less people will buy it. Then there is the demand. The demand basically makes it so that if there are a bunch of items a citizen has to buy, they have a higher chance to purchase the one/s with a higher demand.

I mentioned before that the player can influence the economy, how can they do that?

  • Since each citizen has an occupation, if the player killed farmers for example, the price and demand of bread would go up. The player could hoard bread when it’s cheap and then kill many farmers passing buy to boost the price. Although the bad thing about this, is that your reputation will go down, making that strategy kind of redundant.
  • The more of one item the player has, the higher the demand and rec. price of that item will eventually get.
  • If the player sells a lot of one certain item, slowly overtime that item’s rec. price and demand will drop.

I did manage to make the economy semi dynamic as all of the above mentioned features were implemented into the algorithm. Although another thing I wanted in the economy, was random fluctuating of certain items. This would make the game more interesting as the player would never know what is coming. It would require them to adapt to the economy and sell accordingly to make the most out of their items. This though, was something that I never came across to adding in. It was a feature that I did try to develop, yet never worked out. The randomness of it and how often it happened was not planned, thus making it very awkward in balancing it being too random and ruining the game, or less random and making it kinda boring.



With this game, I wanted to make it so that eventually, the player could self sustain themselves with some items. What was added, was a farm. This farm allowed the player to plant seeds for a price and then after some time, it could be harvested for a bunch of bread. A problem there is that once the player gets to the point where they can comfortably farm bread, bread is an item that they won’t want to sell since its price is too low. This creates a problem where the farm is essentially useless. A way to balance this though, would be to decrease the price of seeds, yet increase the time it takes to grow.

Another self-sustainable thing I was going to add into the game but never got around to it was the forge. You can see it in the image above, just above the trophy cabinet. What it was going to be was a forge where you can smelt iron into different weapons and armour. It would take practice and skill to make better things and would be available to the player later in the game. It never saw the light of day, yet still was a goal that I aspired to achieve.

Workers were also another feature that I planned on adding to the game. I did develop them a bit with a working UI, yet scrapped many of the ideas around it as I believed that it would make the game too easy. The original idea was to add in a simple store worker, who would go around the shop, cleaning the floor and overall maintaining the place. This was scrapped since that would make the player’s broom and the challenge of keeping the store clean irrelevant. One worker that I did plan on adding was the lender. I talked about them back in the black market paragraph. Like the lender, I also planned to add in a the bodyguard worker. This was someone who could stand outside of your shop and would attack thieves and thugs if they got close.


Workers would be payed weekly or monthly and the player could tweak how much they would get paid. If they got payed above the average amount, they would perform their job better, yet if the pay was below average, then they would be lazy or eventually quit.


In the game you can also buy advertisements. These were basically temporary buffs to your shop and can be purchased in the Shop menu. The different advertisements and their stats can be found below:


Along with advertisements there is also a lender. With the lender you can borrow money off him and need to repay it back in a certain amount of time. If you fail to repay in the required time, then thugs would be sent to your shop.What I found is that the prices of the ads are too much when starting out and when you get to the point when buying one of these would be beneficial, the rep boost is too small to care. Making the prices cheaper though, would just make it too OP. This is a problem that I found which would require fine tuning to make it fair.


The lender was quite a problem. I found that the payback time was too short as time ticks pretty fast in the game. Also there is the fact that at any point in the game you can ask for a loan of any amount. I believe it would of been better if the player was locked from borrowing more than 1000 gold until level 5 or something.

Then there are the perks. Once you level up, you get one perk point. You can put that point in either one of the three perk trees available to you.


Trophies are another feature that I kinda just tacked on. They are basically achievements and I had the intent to make them hard to achieve. There are too many games where achievements are just given out, so making it a challenge to even get one will make the player feel glad about themselves when they achieve it.


What you see below is the main menu screen with the load window up. This game has a fully function load and save system. You can have multiple games and pretty much all the data that gets changed/added while playing will be saved. This requires a large script holding hundreds of variables for all the shop data, citizens on the map and events.


I’m proud of the feature, yet it doesn’t come without its flaws. One flaw, which is kind of a problem with Unity / C#, is the fact that if you modify the save data script, all previous saves wont work.

What you see below, is the in-game pause menu. It can be toggled by the ESCAPE key and pauses the game. From here you can load a new game or change options. To save the game as you play, you just press F5.


So overall, Merchant’s Legacy for me was my largest and most ambitious project. Although its many flaws in both design and buggy gameplay caused it to become victim to my many other games sitting there abandoned. It’s main flaws would be the contrast in pacing of the game, the many mechanics which can be either too OP or too under powered, and the overall bugs. I would like to continue this project, yet the amount of scripts it has as well as the amount of assets proves it almost impossible for me to fix it. Like the 2D MOBA, the only way I can see of ever returning to a project like this, would be to totally rebuild it from the ground up.

As much as I’ve explained in this blog post about the game and its features, there are still many that I either forgot or were too insignificant to add in. I learned quite a bit while making this game and even more when writing this blog post over half a year later. At the time the pacing of the game never came to my mind until the end as I would just add in features without any prior planning. That is the number one issue with all these games that I’ve left abandoned. They had barely any planning. I would start small, adding features as I went along that I thought sounded cool until it became a large mess.

I can say that all day, yet this game still remains to be my most proudest project yet, as there were many technical features and new things that I used in making the game. I probably spent hundreds of hours working on it. Experience from making this project will certainly carry over to my future games and perhaps one day I will return to this idea.



Game Vault

Game Vault #3 – 2D MOBA

2D MOBA was a game that I worked on from August/September 2014, to January 2015. To this day, it is the second largest project that I have worked on, with the largest coming in another blog. So what is 2D MOBA? Well basically, it is a 2D, top down, pixel art version of a MOBA, similar to DOTA or LoL. Back in 2014, my friends were really into League of Legends. After hearing them talk about it all day at school I decided that hey, why don’t I try it out? So I got it and started to play a few games with my friends. I really liked the concept of a DOTA style MOBA, with the lanes, champions/heroes and all the abilities. Yet the game was pretty hard. There were so many champions to learn, their abilities and strategies. I eventually got bored of the game and decided one night that I was going to make my own MOBA. I knew the challenge ahead. Adding in multiplayer, heroes, enemies and more. It was a task that I believed I could achieve, yet looking back now I wonder to myself how I even thought that I could make that sort of game with only one year of Unity experience under my belt at that time.


So the above image is what the final game looks like. Pixely, similar to LoL and DOTA and has a similar looking map (ignore the Activate Windows watermark. That started to appear after I changed my motherboard & CPU).

So what does this game feature? Well here’s a list of the things that I recon are mention able:

  • Working multiplayer (still very buggy as I didn’t know much about Unity’s networking).
  • 5 heroes. Each with their own abilities.
  • A mini-map.
  • Path finding (the only asset not made by me on this project).
  • Enemies that can attack the player.
  • Towers that can attack enemy players and be destroyed.
  • Working chat box.
  • Shop.
  • A boss “Roshan” that the players can kill for good loot.
  • A login and register system.
  • Unfinished quest system (kill x number of enemies, kill x number of creeps).
  • Cosmetic hats that the player can buy with BP (battle points, won after games).
  • And more minor things.

It seems like a big, working game right? Well… it’s very broken. First, the multiplayer is a mess. At the time of making this game, I didn’t have a full understanding of how Unity’s networking worked. Players were still able to join a lobby and play, yet the syncing was sometimes off and it was quite laggy. I would test this game quite a bit with one of my friends and there were always problems with players not being where they were meant to be and other small yet important problems that were different from our two clients. This was also not using Photon, but Unity’s networking framework. At that time it wasn’t the best and Photon would have been such a better option, yet I didn’t really want to “learn” all the new things (regretfully). The shoddy multiplayer also broke the end game. When one team destroyed the other team’s ancient the game was meant to show onscreen either a win screen or a lose screen. Yet most of the time it would just either not do anything or just go back to the menu.


Okay, so now onto the gameplay. The image above is of the shop with the Damage category selected. I added quite a few items into the game with their own stats, names and images. Although they were nowhere near balanced and were either too expensive for their given stats, or too cheap. You can have up to six items at a time with some items like potions being able to be activated and used. Unlike DOTA and LoL, I didn’t get around to adding in specific item abilities.

There is also a mini-map in the bottom left corner of the screen. It works and can show you where you and your team are. I made this map using another camera. This camera is looking at an image of to the side of the game map and being scaled down to fit in the bottom left corner. The problem with this, is that the custom mouse doesn’t appear over it and resizing the screen and resolution can mess it up sometimes. I didn’t know much about mini-map making at the time and just went for a quick and easy method I found in a YouTube video.


What you see above is the game’s combat. Like many other MOBA’s, you can right click on an enemy to start auto attacking. The player and the enemy are both doing ranged attacks. When you hit an enemy, I made it pop up with some hit text so that you can see how much damage you done to them as I really like to see that sort of information presented to me. When a player gets hit, I made it produce a blood effect to visually show the player that they were damaged. The green circle you see on the floor under the Wisp, is the Archer’s green goo ability – which damages all enemies in it over time. This character also has a speed boost ability, an arrow attack and the forth ability (its ultimate) being a fire arrow which just deals more damage than the normal arrow attack.

While taking these screenshots, I realised how quick the enemy creeps can kill you. I was probably only attacking the Wisp for around ten seconds and I am already on very low health. At the time I did have these jungle creeps designed to be hard to kill, but necessarily easy to die from.

Also as you can see above, there are three spotlights, with the outside of them being pretty dark. This was my attempt at fog of war. I didn’t know how to do it properly, so I decided to place many lights around the map that would be triggered if the player moved into them, and would turn off when they left. It works but is rather tacky. Also, it doesn’t actually function as proper fog of war as you can still see enemies in the darkness. I must of just never got around to fixing that.


What you see above is my rendition of a boss mob. I took the name Roshan from DOTA 2 as it was only going to be temporary. He can do two attacks. The first, being a bite which does moderate damage and an AoE stomp which does quite a bit of damage. I also made it so that he does the stomp attacks more, the lower his health is and can heal himself once during a fight. A bit of AI but not much. I also made it do something cool when you first enter his lair at the top of the map. Upon going through the gate it is dark and all you can see are his red, glowing eyes. Then, one by one, the torches surrounding him light up and Roshan is revealed.

One problem with him though that is quite easy to fix, is that if you run away from him, he will keep following you – anywhere around the map. Not that big of a problem as I quite like this enemy.


Here is another image of combat. These Slimes are melee enemies and it shows one of the fundamental flaws in the game. Melee combat on a 2D scale kinda sucks. What I mean, is that for a MOBA you need both ranged and melee characters. The problem is when it comes to melee and the fact that on a 2D plane, the sprites will overlap and it can look convoluting. In a 3D game this doesn’t matter as depth makes it so that they can’t overlap. So you may ask: why don’t you just increase the range of melee attacks? Well if that is done and the melee distance is further apart to negate overlapping sprites, then it just looks ranged. By this I mean melee attacks will be so far apart that they will look like ranged attacks and you won’t be getting that close to an enemy. Ranged attacks will then have to be buffed and made further apart making the game seem to distant. Or, it may just be this game, as melee attacking can sometimes cause you to just walk through the enemy as the moving sprites can cause it to be buggy.

Also in this image, there are actually two Slime enemies. It looks like one just because they have both followed the player and merged together at the same point. An issue in many of my past games and one that I didn’t know how to fix at the time.

One thing I also really like about the game now that I didn’t at the time was the game’s art style. It’s pixely yes, but the rich colours give it a style that I very much like.


One feature I very much liked was the ability to login and register an account which is used in game. For this I needed to learn PHP and set up a database. It took me a bit to understand how it worked and how to implement it into Unity, but the results are pretty good. You are easily able to register an account and login to the game with all your data being sent and received with no problems. The only problem I can think of with this was that after you enter in your password and then click away, the password stops being hidden and shows the full text. A small problem, but one I didn’t know how to fix at the time.

Once logged in, you go to the main menu. It was inspired a bit by DOTA 2 and I think it still looks pretty good.


There is one issue though and that is that the menu shares the same scene as the game. Why? Well back then I didn’t know how to change scenes when connected to a server and have everyone do it at the same time. I know now. It’s easy, and looking back I think I was just a bit lazy and put it off as: “oh, i’ll do it later”. So yeah, when the game starts, it doesn’t change scene, it just moves the camera over to the right. Also the fullscreen thing on the right was just temporary.


This is the shop. When you complete games, you receive BP (battle points). With BP, you can purchase cosmetic hats, as well as XP boosts. Back when I was making the game, I had the idea in mind that all things bought in-game would only use BP and never real money. Because I had the mindset that this game would eventually be finished and I could sell it. I had many high aspirations back then with many of my games – and all of them never made it past completion.


This is the Archive. I always liked the idea of presenting the user with information and stats about things in games. So this screen on the menu shows the user all the stats for each hero, all the shop items and the map.

You may also be curious about a button in the header called Training Grounds. It was never completed and just leads to a buggy black screen. What it was planned to be, was a small area for users to go and test out each of the heroes. They could cast abilities, test out items and just get to know the hero without needing to play them in-game first. Just like the Archive, it presents information to the user so they aren’t hidden away from the heroes stats and abilities. This is a common feature I add in many of my games that you will see in future blog posts. At times it can be good, such as with this as the game is quite technical and every stat matters. Then there are games that can just overwhelm the user with information, taking away from the gameplay experience.

So what caused the eventual downfall of this game? Well, after around five months of development and testing with my friend, 2D MOBA fell into the trap that many of my games have fallen in before. The project was too big. With my knowledge of game making and the size of the game I was aspiring to make, it seems simple to me now that a game like that would have failed. Yet at the time I thought it was going to be great. I would make a MOBA, people would perhaps play it and all would be good. That is not the only reason though. In the last week of development I looked over the project and knew that it was poorly made. The code structure is horrific, the sprites were too pixely to my liking and I kinda got over the LoL and DOTA phase as I started to find those kind of games boring.

Looking back two years later I can see new things that are wrong with the game and things that I didn’t intend to be good at the time which surprise me today. Back then at the end of development I thought the game’s art style was too pixely, yet now I find it quite appealing. The rich colours and simplistic design looks good in my mind now and would like to return to a project like that in the future. Although returning to this game and working on it again seems very unlikely, as the problems with the code and the project itself would be too much of a hassle to fix. It would be more efficient to just restart the game completely and start from scratch on all the code, sprites and gameplay mechanics.

Game Vault

Game Vault #2 – Hero of the Shadows

Hero of the Shadows was a game that I made around May (or close to it) of 2014. Although between The Source (my first complete game) and this game I did work on many small projects, Hero of the Shadows was my next “complete” game. I believe it took around a few days to complete, although saying I completed the game would be wrong. I made the game with all the mechanics in mind, yet I only made five of the ten planned levels for it. Here’s how the game worked:

In Hero of the Shadows you are a superhero who has to get to the end of the level. You do this by jumping along rooftops, cranes and through buildings. In between you and your goal are enemies. They are out to kill you and you can choose to take them out. You can punch with SPACEBAR and glide with your cape by pressing W.


That’s basically the rules for the game and how to play. It may seem like fun for some people, yet looking back on it now, I can truly see how broken the mechanics were and how boring the gameplay was. The black and white art style of the game was there because I couldn’t really be bothered making pixel art for it, and because I think that aesthetic looks quite nice.

First, moving around. In this game, you won’t really be spending that much time on the ground, as to get between buildings you need to use your cape. Jumping isn’t and option as you can barely jump higher than a metre. Also using the cape is a bit of a pain. You first need to jump, then activate it in the air. It can take a few goes to get it right but overall it sucks.

Secondly, the enemies. They aren’t a challenge. You can easily take them out by spamming the space bar and it is even easier to glide over them. That is a big problem. You can easily complete each level without touching a single enemy. This breaks the game and makes it boring to play. By killing I believe twelve enemies, the player’s ability bar would fill up (the bar in the bottom left corner). When that is full the player can press a button and all enemies in a certain distance to the player would die. First of all, this was really broken. The first level only has around twelve or thirteen enemies, so using this ability would be useless.

So what did I like about the game? Well first, this game had a tutorial. At the time I thought this was an amazing feature, and to this day, I still agree. The tutorial takes you along the different game mechanics in order. Moving, using your cape, attacking enemies. It teaches you the game in a way that you would understand.


The game’s menu’s are also nice. They are easy to navigate and are simple to use.


Also as mentioned before, I quite like the game’s art style. It being simply black and white was a mixture of me being lazy and me thinking it would be pretty cool. The various locations also give the game some character. There are different rooftops, cranes, insides of building and many physics objects to play with. Physics objects. In all the levels there are crates, chairs and tables that can be moves by the player. Some parts of the levels even require you to position crates so that you can jump over a certain obstacle. The problem there, is that Unity’s 2D physics isn’t that good and at the time I made this game I didn’t know about rigidbody velocity’s. So moving around physics objects sucks as it is buggy and just a pain in the ass.

Finally, the last fundamental flaw in this game that I think needs to be talked about. There is no purpose to what you are doing. When you get to the end of the level that is it. No score, no report to see how you done, nothing. All that happens is that the next level gets unlocked. There is no point for the player to go around killing enemies when they can simply glide over them to the end of the level and have that not affect the game in the future. Adding some sort of point system would greatly increase the fun of the game. Making it show a percentage of the enemies killed would add some sort of meaning behind playing the game. It gives you a score that you can reflect on, improve and compare to other people’s. Mario for example. If you completed a level and didn’t get a score it would feel quit empty wouldn’t it? Or in Flappy Bird, if you didn’t get a score when you died it would feel like playing the game was worthless, hey? Although, this could just be nitpicking, trying to make the game feel more fun, when what needs to be fixed is the gameplay. Which it is.


Also, since I made this game with just resizing black sprites to different sizes for level elements, the game’s file size is quite large. For just five levels of this simplistic game, it will cost you 90 megabytes of disk space. There are 3D games out there that take less space.

So overall, Hero of the Shadows is an alright game that I made in mid 2014. It has a nice to look at simplistic art style, has various locations, yet has many problems. The game mechanics are broken, the levels are beyond easy if you just avoid the enemies and the game’s file size is too large. Compared to The Source, this game improves on many aspects in both art and code. Next on Game Vault, we will be looking at one of my biggest projects ever made. Seeing how it worked and what failed.

If you wish to download the game and try it out, you can download it here. Although the file size is quite large.

Game Vault

Game Vault #1 -The Source

The Source was my first complete game that I made in Unity. It was March 2014 and after watching many YouTube tutorials and messing around with premade assets and scripts in Unity, I decided that I wanted to make my own game. I wanted all the assets to be my own so I went with a 2D pixel art style. It’s easy to make, quick and looks pretty good. The game took around a week to complete, with new additions being added every “update” as I called it. I forgot where I got the idea for the game, but here’s what it’s about:

The Source is a 2D platformer game where you play as someone who needs to defend an object in the middle of the map called the “source”. Enemies come from either side of the screen with their only goal being to destroy the source. These enemies don’t hurt you though, yet you need to kill them before they do damage to the source. You can do this with your sword or bow. The bow has limited arrows of which you can buy more in the shop. How you get money, is by killing enemies. You can also buy from the shop a turret which shoots arrows and more damage. As the game goes on, the rate that the enemies come at the source increases. The game ends when the enemies destroy the source and your score is how many seconds you lasted.


So that’s the basic overview of how you play the game. It started out simple but over the week I made it, the features became more “polished” and the game’s art began to look “better”. I say that because at the time I thought the game was pretty good. I liked the art style and I thought the code was nice and clean. Although… it really isn’t. Looking back, I can see that for my first game it was okay, yet now, 3 years later – it’s a bit of a mess. The art style looks shoddy and the code is all over the place.

Not only is the code and art style bad, but the overall design of the game is. I mean first of all, there is no win state. The player cannot win the game. The only way that the game can end is if the enemies destroy the source. Although some of you might say: “there are games out there that you can’t win”. Yes you are right. Flappy Bird for example is a game that you cannot win as the game only ends when you die. The problem there, is that this is not that sort of game. In my mind, this game would be pretty close to tower defence style of game. In those games, you win after all the waves of enemies have gone, or if the timer runs out. Implementing some of those features in this game, would make it winnable. Having a timer count down from five minutes or so would give the player a time frame that they need to defend the source in. It would also give the player a goal, rather than hoping that they don’t get bored after two minutes of effortless defending the source for no reason. Because there is no driving force for the player to keep playing. They don’t get anything from it. They do get money to spend in the shop, but that only makes the endless grind easier.

What I do still like about this game today though, is one mechanic. The ninja enemies (black ones) cannot be damaged by arrows. So why is this good? Well the player has two sides of the screen to watch. A way of making it easier is to place down a turret for five hundred gold. This turret fires regularly, killing enemies and keeping that side of the screen clear so that the player can concentrate on the other side. Yet when the ninja enemies come over (they spawn less regularly) the player has to again keep concentration on both sides as they can just walk right past the turret. This makes it so that never in the game can the player feel safe. They can’t keep their 100% trust on the turret as they know that those ninjas can just walk right past them.

Another thing I like about the game that I didn’t intend for this reason was for the ammo pack to be high in the sky. A bit into the game, an arrow icon spawns on a platform in the air. This will give the player a bunch of arrows to use. Now what I didn’t intend to do at the time, was an incident that now when I look back, makes some sense. The arrow pack at the top gives the player a choice. Do they take the chance of going to the top to get the extra arrows, leaving the source open for enemies to attack. Or do they continue to defend, probably low on arrows. Things like this can make the game pretty good and although I still have many gripes with its mechanics, there are still a few things I find cool about it.

At the end of the week while I was making the game, I added in a co-op mode. It was just like the normal game, but there were two players now. They both shared the keyboard and overall this was probably the most fun part of the game. While I was showing the game to my friend, he asked if I could make it for two people. I did and we had a blast playing it. The co-op mode is much easier though, yet the two players do share the money and arrows.

Thank you for reading this. For those of you that are interested in trying the game, you can download the ZIP file from here.