First Post and Post-Mortem


Day 1:

I didn't actually do a devlog during the process of making this game, but I feel it would be good to reflect on it anyway.

The Friday of this game jam was dedicated to just whiteboarding some ideas out. I decided the core theme attatched to this game would be a ship that is constantly accelerating. This sort of grew into the idea that you can only control a ship with acceleration, not by directly changing velocity.

I was always a fan of the metroidvania genre, so i decided to make one using these mechanics and see how it felt.

I thought it'd be useful to draw out the entire map, and got a pretty decent world draft.

Day 2:

For the map, I used Gimp to create 1000x1000 sections of the map, which I then connected in Unity. Over the course of the game I allowed for modifying the size slightly (using intervals of 250px). I think this worked out pretty well. It wasn't too much of a hassle to add new maps. I definitely think I'm gonna reuse this idea if I ever make another game like this.

In terms of implementing weapons I decided it was just easier to go with basic bullets. At this point I was aware of the time crunch, and while I wanted to add a beam based weapon, I kinda just felt like it was best to not do it. Definitely the right call looking back. Gotta protect against short term scope.

I also wanted slightly more complicated enemies, but again time crunch. This is why all enemies either bounce back and forth, and why the core is just a spinning thing. I wanted a boss fight, but there was no way I was doing anything too crazy, so I just tried to make it as interesting as possible using the tools I had, that basically being the ion barriers.

At this point, it was 4 in the morning, so I saved the rest for this morning.

Day 3:

I really wanted an escape sequence to make the game end on a cool note, so the first thing I implemented this morning was that. It was easy enough to add a chasing explosion, and to add a path with doors. This was definitely an efficient way of doing this without spending to much time, since the only code was a basic path following script.

Once that was done, and I added the basic "You win" ending, it was mostly just Juice and bug-fixing. Sound and screen shake really made things feel a lot better. I wish I had time to add some more graphics effects (like the thrust from the player ship), but I was fine to sacrifice it.


Looking Back:

I think the biggest mistake made during this project was not starting prototyping on the first day to see if the core concept was fun. I married myself to this idea on Friday, so if it did not feel very good to play, I probably would not have been able to submit anything I would be happy with. In addition, if I prototyped on Friday, it would also have been much less coding the following day, which would have helped with the burnout I was starting to feel.

Overall, I'm still pretty happy with the result though. I think I managed to pump out a relatively fun game with a decent map size for the amount of time that was given.


New Techniques I learned:

The biggest was the map design methods. I essentially just created a black and white image (more specifically an alpha-white image) that allowed me to relatively easily create a map component. This was surprisingly easily to modify, as a sort of modular map system.

Hacky save systems. I created a relatively hacky save system where all saveable object would implement an interface with a save or load method that returned and accepted a string to string map. This map stored the state of the object. It probably wouldn't be too hard to just make this use JSON instead

Files

BuildWeb 4.zip Play in browser
Jul 12, 2020

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