itch.io is community of indie game creators and players

Black Knight Runner

This is a reflection about my participation to the game jam GAME-A-WEEK #10 San Japan which ended August 28th 2023.

My idea was about mixing chess and runner game : a black knight is going forward, trying to escape the control zones of the white pieces appearing on his way.

What went right ?

I've never finished coding a chess engine but I'm a long time lurker of the Computer Chess Club forum ; this has paid off on this jam because I was able to implement from scratch the movement and control zones of all the chess pieces without much difficulty.

I'm also proud to have implemented without any help a branchless min function (it works only on positive integers though).

On a preceding game jam, I made by necessity a backend completly separated from the game engine. This time, I've done it by choice and it was very effective for several reasons ; a big one is the gain in testability. I was able to simulate random gameplay in tests which has been a great way to find and fix bugs.

The discovery of the HaxeFlixel game framework was a very pleasant surprise (weird that I miss it when I recently reviewed the game framework landscape). The documentation and tooling is excellent and it seems to be very mature and a big success for an open source project.

I'm becoming familiar with the Haxe language and I'm convinced that I will continue to use it. Its syntaxic features are pretty good and its transpilation capabilities are very useful to me.

What went wrong ?

I wasn't able to release a game before the end of the jam. I was missing 1 day of work, maybe even more.

At the beginning of the jam, I had some difficulties to find a game idea with a scope small enough to do it in one week. I've also taken some time before renouncing to use UE5 as a game engine.

My productivity hasn't become better, I had some good coding sessions but I'm still very unsatisfied about my work capacity.

Even with my past experiences, there was lost time because I was completly ignorant about the tools to manage texture packs/sprite sheets.

What did I learn ?

I've confirmed the importance to test as I code. Writing too much code without testing can cost much time.

I was working without any planning and only a small design document ; after reflection, I think I should make for myself some simple templates for :

  • a checklist for the scope and risks of a game idea
  • a game design document
  • a 7-day jam calendar
  • an implementation todo-list
  • a testing todo-list
  • a methodology to get, process and catalog each type of assets (images, sounds, music)
  • pre-defined color palettes options
  • pre-defined fonts options
Read comments (2)