Posted May 07, 2022 by Gaming Variety Potato
#Unity
I’ve finally written a DevLog for Expedition Viridian. It’s kind of strange to come back to it as I’m describing the work I’ve done in late-January and early-February this year. The following topics will be covered:
First of all I want to thank those who have played the Expedition Viridian prototype I built for My First Game Jam: Winter 2022.
Everyone’s entries look very cool. Be sure to check them out! Here’s the link for easy access: https://itch.io/jam/my-first-game-jam-winter-2022/entries
I didn’t expect the positive reception and feedback, and again, thank you very much for that. Although I do admit to feeling guilty for never delivering a playable game. I noticed a certain interest when I described the premise: play as a wildlife biologist who tags animals through photographing them. And while it’s not implemented yet, the gameplay loop is to look for all the creatures in the stage and be rewarded with ‘fun’ data in a bestiary.
Pre-Jam:
After coming up a game concept that fits the jam's 'Nature' theme it was to think about what genre the game should be.
I knew that I didn’t want to be writing any story script because I wanted a change of pace from visual novels. Therefore it is that type of story that is told through the gameplay action.
As for gameplay, I chose a genre which has many Unity video tutorials made about it. It should have an art style where I can make my own art assets for it. I've never done pixel art before but it seems to be fun to learn. To fit both criteria, I’ve settled for a 2D platformer that has a retro look.
During Jam:
So the process is as follows: I took it relaxingly in the first week by watching a tutorial series from Coding in Flow: https://www.youtube.com/watch?v=Ii-scMenaOQ&list=PLrnPJCHvNZuCVTz6lvhR81nnaf1a-b67U
I’ve never built a 2D platformer before and it’s quite a long time ago I’ve dabbled in Unity. And for the rest of the week I drew the art assets and code the remaining gameplay features. I fell ill in the second week, so I rushed and submitted what I already had. At least the prototype gave the general idea of the basics of what kind of game Expedition Viridian is going to be.
Nevertheless I still consider it a successful jam and look back at it fondly, because I learned a lot thanks to your comments and would not have received them if I did not submit this entry even in its incomplete form.
Post-Jam:
With this I have to admit that I didn't really have much of a chance to play the other jam entries, because I’ve been really under the weather around that period. And when I was doing better, my first instinct was to continue working on the game. Unfortunately I never made quite meaningful progress on this project, because level design is the most important part for a platformer but I haven't got to this part. I was stuck in the prototyping phase of wanting to get the feel of the game right and every new gameplay feature addition tends to bring its own problems to fix.
Eventually I forgot about this jam project altogether when I picked up the development again of other personal projects that were already on-going. The sole reason I came back now is because I hadn’t updated the old build for months despite having new content. It’s to wrap it up so I can move on to practice coding for new challenges in other type of projects. And even by the rare case that I ever continue with Expedition Viridian, at least I can do a new sprint after pushing this build v1_1.
Narrative:
Surprisingly it initially wasn’t inspired by Pokémon Legends: Arceus, despite similarities like being tasked with missions like catching the same Pokémon species multiple times to learn more about them. I only played this game after this jam and I didn’t watch many trailers to know anything beyond it being a real-time action RPG in ancient Sinnoh setting. Pokémon Snap would be closer to the original inspiration with the concept of photography. The tagging mechanism is not realistic at all with a magical camera, like in Pokémon it’s not properly explained how the Pokéballs work.
The idea that you try to find animals who have fixed locations in a stage where the goal is to capture them all is definitely from Ape Escape.
Gameplay:
I’ve always enjoyed the exploration part in Metroidvanias and I love the sense of atmosphere these games always capture, but I have to confess that I’m not terribly good at playing them. I’m usually passable at traversing most of the platforming sections, but not skilled at boss battles. Hence if I were to create a 2D platformer, it should be of accessible difficulty or else I can’t even playtest my own game. Wario Land series might be one of my favourite 2D platformers, because these were the few I could beat. Wario Land II stood out to me in particular because it felt unique as how it's a platformer where you can't even die so it's not particularly hard, but I remember that it was still fun to explore the different routes to find all the treasures.
Nevertheless for researching purposes I should scout for other (indie) games to see which are simple enough even for me. For example I've heard of Cave Story and could tell from looking at screenshots that it could server as a good inspiration, but I have never played it until after this jam. Then I got stuck because some parts were a bit hard for me, haha. It did give me a better idea what kind of key/button-action mappings make sense or how such games implement the camerawork as it's crucial to always see where you end up when you perform a jump.
Cancelled implementations:
Changes:
Additions: