Devlogs
10 Seconds on Titan: Post-jam Patches and Postmortem
Does anyone read these? I unno! I'm gonna write it anyway >:3
Thank you to anyone and everyone who voted on this lil game of mine! This was a fun jam, I'm proud of what I came up with. There were some valuable lessons learned (and the final rankings reflected my own feelings about the goods and bads of what I achieved). Some highlights!
- Make gameplay before polish!! Obvious I know, but I spent so long on all the little swooshy animations and such that I never got to playtest my own game until the final few hours. At which point, well, I didn't like it so much and there was no more time to make gameplay improvements. Many planned and half-complete features had to be cut entirely due to this. Ah well! Watching some others play it has made a little less hard on myself, and while it could be more fun, I think what I came up with wasn't so bad after all.
- Relevant note: after the success of Holonomy for GMTK 2022, I had very inflated expectations for myself. This did much more harm than good! I need to remind myself that it's ok to make imperfect games :)
- UI is cool! But, maybe not so much of it. This was a wildly different genre from games I'd made in the past, and it gave me an awesome opportunity to learn the ins and outs of Godot's UI system. I'm glad I did, but I think I'm unlikely to revisit this genre in the future - I'm a tad UI'd out!
- Writing is hard. If you've played the game, you'll see that much of the text content is randomized. This was a lot of writing, and that's not exactly my strong suit. I'm glad I took that challenge, I think the random nature of the end-of-day-reports makes the game much more interesting. Maybe I'll stick to abstract environmental storytelling ;)
The update!!
- Added touch support. Was a couple dozen lines of code, I should have included this in the first release...
- Due to some requirements of Godot 4.0.x, some mobile browsers will not run this game. Most modern browsers will, but for example the built-in browser will likely not due to unsupported features.
- Improved load times - the randomized character portrait creation should involve much less copying data around, it was causing upwards of a second of lag at the start of the game on some machines.
- Fixed all known bugs - Previously failed repairs are no longer completely ignored by crew. The Pump is now accessible for service and inspection (a very simple one-character typo on my part, whoopsie!)
- A new thumbnail. The promotional arts were very much an afterthought as I was a bit defeated towards the end of the jam - it ended up looking suspiciously similar to the thumbnail for Holonomy. Slightly more distinct now I hope!
- Offline releases - builds for both Linux and Windows (x86-64). None for Mac, as I have no way to test it (sorry!)