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The story of Dragon: The Eater
It was always been a dream for me, to write a game. Several times I started, but quickly realized that I did not have enough skills, motivation or time to successfully complete the project. So this dream remained one of many, like climbing to Everes, or spaceflight. But one day I got an offer I couldn't refuse...
 
The game concept, the plot, the characters and some of the locations had already been worked out by the time I joined the project. My task was to bring it all to life, to make it move, to interact with the player and with each other. Unity was chosen as the engine, as the most common, proven and having tons of information for any case.
 
Anyone who has ever started making a game, I think, very quickly realized that any game begins with a level editor. In fact, most of the work is the development of the editor, and the finished game is just a built-up composition of the components created in this editor. We used Tiled to create maps and specify the positions, boundaries, and properties of all objects on the map, with the exception of NPCs.
 
The game has several types of levels that are very different from each other. Somewhere NPCs walk along pre-built routes, and elsewhere they make their own way according to the A* algorithm. NPCs change from level to level, because the player's character grows and those who were predators at first, become victims at the next level.
 
The character not only grows but also evolves. The player chooses the path of evolving, thereby opening up new skills. Also, as the player progresses, he receives experience points that can be distributed to increase speed, protection or recovery. The upgraded hero can go through the previous levels again to get the maximum rewards.
 
Each level has a boss, which the player can attack only after reaching the maximum size within the level, when all other mobs are no longer a danger. It can be a crow that takes off and lands, a skunk that attacks with a jet of poisonous gas, a guard chasing the player, and even a fortress that shoots arrows.
 
After completing the level, the survival mode is unlocked. The essence of the game is to score as many points as possible without taking damage. The first missed hit ends the level. But the differences don't end there. Bosses also behave differently. Instead of one crow or guardian, periodically more and more new ones come to their aid, and the skunk and the fortress attack faster and faster.