Two Sides Of Hell


About

Two Sides of Hell is the project I'm most proud of that I've been developing since 2017. It's a retro graphics action platformer with roguelite aspects to it. Its development has proceeded rather slowly since I was still in high school, but today I work on it as much as I can. I have also created a website for it with a friend (www.poisondaggersoftware.com) where you can see all the details about the game.

I'm developing this game with two artists that takes care of all the artwork and some of the music, while I take care of the entire codebase, most of the game design and also a good part of the game's music.

Technical Aspects

This project has been an information mine since I have learned a lot of things during development. I already knew a good amount of programming stuff before working on it, but this project has brought a lot of motivation to me and has taught me how to think big. The game is being developed with Unity, C# and Trello for coordination since mid-2019 (when I got my high school diploma and started working intensely on it). I have adapted the Singleton Pattern to develop most of the aspects related to the player, his abilities and the enemies. I coded the battlefield to be procedurally generated and it has a ton of configuration settings that vary from the size of the level to the amount of chests there can be and the AI adapts automatically to any terrain that has been generated.

Gameplay

The project started off just for the fun of making games. While prototyping ideas, the project started taking the shape of a proper game in which I've wanted set a principle: All mobs, weapons and levels must be different but have a sense of purpose. This is why I made the game procedural and it defines the way how all enemies must interact differently with the player. The Colossus charges through the crowd, the Stalker teleports behind the player's back, the Crawler jumps towards the player, the redbites chase the player off the platforms and so on. As of me writing this text, the game counts almost 30k lines of code in which I've dedicated lots of passion, joy and satisfaction day after day.È