Thousand Hells: My First Game Made With Godot Engine
Hey everyone!
I'm super excited to finally announce my first ever game made with Godot Engine: Thousand Hells! This has been a passion project of mine for quite some time, and I'm thrilled to finally share it with you guys. It's been a wild ride learning Godot and bringing this vision to life, and I can't wait to tell you all about it.
The Journey Begins: Diving into Godot
For those who don't know, Godot Engine is a fantastic open-source game engine that's been gaining a lot of traction in the indie game development scene. I chose Godot because of its flexible node-based architecture, its powerful scripting language (GDScript), and the fact that it's completely free and open-source. The community around Godot is also incredibly supportive, which has been a huge help along the way.
Initially, learning a new engine felt like climbing a mountain. There were so many new concepts and workflows to grasp. I spent countless hours watching tutorials, reading documentation, and experimenting with different features. The node-based system, while incredibly powerful, took some getting used to. Instead of the traditional object-oriented approach, Godot uses a scene-based system where you compose your game from reusable nodes. Each node has a specific function, whether it's displaying a sprite, playing a sound, or handling input. This modular approach allows for a lot of flexibility and makes it easier to organize your game logic. GDScript, Godot's built-in scripting language, is similar to Python, which made the learning curve a bit smoother. It's clean, readable, and integrates seamlessly with the engine. I really appreciate how GDScript allows you to quickly prototype ideas and iterate on your gameplay mechanics.
One of the biggest challenges was wrapping my head around Godot's signal and slot system. Signals are essentially events that nodes can emit, and slots are functions that can be connected to those signals. This system is crucial for communication between different parts of your game. For example, when a player collides with an enemy, the enemy node might emit a signal that triggers a damage function on the player node. Mastering this system was key to creating complex interactions within Thousand Hells. I also spent a good amount of time learning about Godot's animation system. Bringing characters and environments to life requires smooth and responsive animations. Godot's animation player node allows you to create complex animation sequences and control them through code. This was essential for creating the visual feel I wanted for the game.
But the journey was definitely worth it. Godot's ease of use and flexibility have empowered me to bring my creative vision to life in a way I never thought possible. And that leads me to Thousand Hells itself...
Thousand Hells: A Glimpse into the Abyss
So, what is Thousand Hells? It's a fast-paced, action-packed roguelite game where you descend through, you guessed it, a thousand hells, each more challenging than the last. You'll battle hordes of demonic creatures, collect powerful artifacts, and upgrade your character to survive the ever-increasing dangers. Think of it as a blend of classic roguelike elements with modern action gameplay.
The core gameplay loop revolves around replayability and character progression. Each run through the Thousand Hells will be different, thanks to procedurally generated levels and a wide variety of enemies, items, and upgrades. You'll start each run with a basic character and weapon, but as you defeat enemies and explore the levels, you'll find new items and abilities that can drastically change your playstyle. One run you might focus on building a tanky character who can withstand massive amounts of damage, while the next you might try a nimble build that relies on dodging and quick attacks. This variety keeps the gameplay fresh and encourages experimentation. The procedural generation of the levels is a key element in Thousand Hells. Each level is constructed randomly from a set of pre-designed rooms and corridors, ensuring that no two runs are exactly the same. This adds a layer of unpredictability and forces you to adapt to different environments and enemy layouts. I've spent a lot of time tweaking the generation algorithms to create interesting and challenging levels that are also fair and fun to explore. The combat in Thousand Hells is designed to be fast-paced and visceral. You'll be facing waves of enemies that require quick reflexes and strategic thinking. Each enemy type has its own unique attack patterns and weaknesses, so you'll need to learn how to effectively counter them. The game also features a variety of weapons and abilities, each with its own strengths and weaknesses. Some weapons might deal high damage but have a slow attack speed, while others might be faster but less powerful. Experimenting with different weapon combinations is crucial for finding a playstyle that suits you.
I've drawn inspiration from games like Hades, Dead Cells, and Enter the Gungeon, all of which I admire for their tight gameplay, compelling progression systems, and replayability. But I'm also striving to put my own unique spin on the genre. The game has a dark and gritty art style, with a heavy metal-inspired soundtrack that I think really sets the tone. One of the things that sets Thousand Hells apart is its focus on character customization. You'll be able to unlock new characters with unique abilities and starting stats. This allows you to further tailor your gameplay experience and experiment with different playstyles. In addition to characters, you'll also be able to find and equip a wide variety of items and artifacts. These items can grant you passive bonuses, such as increased health or damage, or they can grant you active abilities, such as a powerful area-of-effect attack. The combinations are nearly endless, and finding the right synergy between your character, weapons, and items is a key part of the game's strategy.
Key Features of Thousand Hells
- Procedurally Generated Levels: Each descent is unique, offering new challenges and surprises.
- Fast-Paced Combat: Engage in intense battles against hordes of demonic foes.
- Character Progression: Collect powerful artifacts and upgrade your character to survive the depths.
- Unique Art Style: Immerse yourself in a dark and gritty world inspired by heavy metal aesthetics.
- Roguelite Elements: Embrace the challenge of permadeath and learn from each run.
The Road Ahead: Development and Community
Thousand Hells is still in early development, but I'm making good progress. I'm currently focusing on polishing the core gameplay mechanics, adding more enemy types and items, and fleshing out the level design. I'm also working on implementing a robust save system so players can track their progress and unlock new content.
One of the things I'm most excited about is building a community around the game. I'll be sharing regular updates on my progress, including gameplay videos, development diaries, and behind-the-scenes looks at the art and music. I'm also planning on releasing a demo in the near future so you can get your hands on the game and provide feedback. Community input is incredibly valuable to me, and I want to make sure that Thousand Hells is a game that players will love. I'll be actively engaging with players on social media and forums, and I'm open to suggestions and ideas.
I believe that player feedback is crucial for shaping the final product, and I want to involve the community as much as possible in the development process. Your thoughts, suggestions, and criticisms will help me make Thousand Hells the best game it can be. In the coming weeks and months, I'll be sharing more details about the game's features, including specific enemy types, items, and abilities. I'll also be diving deeper into the technical aspects of the game's development, such as the AI system, the procedural generation algorithms, and the animation system. My goal is to be as transparent as possible about the development process and to give you a glimpse into the challenges and triumphs of creating an indie game.
I'm incredibly passionate about this project, and I'm putting my heart and soul into it. It's been a challenging but rewarding experience, and I'm learning so much along the way. From designing the core mechanics to creating the art and music, every aspect of the game is a reflection of my creative vision. I'm pouring all my energy into making Thousand Hells a game that I'm truly proud of.
Stay Tuned!
I'll be posting updates regularly on my social media channels and my website. Be sure to follow me to stay in the loop! I'm also planning on launching a Kickstarter campaign in the future to help fund the game's development, so keep an eye out for that.
Thank you for taking the time to read about Thousand Hells. Your support means the world to me, and I can't wait to share more with you soon. I'm truly excited about the potential of this game, and I believe that with the support of the community, we can create something truly special. I want to build a game that players will enjoy playing for hours on end, a game that offers a challenging and rewarding experience, and a game that stands out in the crowded roguelite genre.
I'm incredibly grateful for the opportunity to pursue my passion and create a game that I'm proud of. The journey of indie game development is a challenging one, but it's also incredibly rewarding. I'm learning and growing every day, and I'm constantly inspired by the creativity and talent within the indie game development community. Your support and encouragement are what keep me going, and I'm excited to share this adventure with you.
Thanks again, and I'll see you in the Thousand Hells!