This was my first solo gamejam entry.
I knew from the start of the gamejam that I have to finish the game in only 1 day, because I wanted to spend the rest of the weekend with my family. So I took Brackey's tutorials on creating game with moving cubes as a base and added a pretty simple idea for a gameplay — solve simple puzzles by changing cube's color.
After the theme's been announced I kinda giggled, 'cause I've published a game a month ago that was all about 2 mixed genres.
I've never worked with unity's 3d physics before so for me that was a challenge to set up movement and jumping mechanics...oh, my...it took me like 2 or 3 hours to create a kinda good jump, which is...alright, 'cause I believe, that the good game should have good controls, which takes time.
My plan was simple:
- set up controls and all powers that player obtains by changing colors;
- create a bunch of platforms to have something to build levels;
- build tutorial level;
- build infinite level with procedural generated layout;
I specifically noted to myself the order of which stuff should be done. I have like...problems with procedural generation. I wanna do it so bad, but it takes too much time and effort to be done right!
My simple plan was almost destroyed by the Unity's pitfalls that I've never encountered before. It took me too much time to find workaround. That's why Mnim's Cubetron has only a tutorial level.
Lesson #1: think simpler and add some extra time for your plans.
Anyway, I've managed to:
- create the base functionality that feels fine;
- extinguish fire under my butt like...8 times;
- make some platforms and functionality that didn't make it to the final game, 'cause it felt too out of place;
- create audio that feels right for the game;
- add a special feeling to the game by using unity's particle systems and post processing;
Lesson #2: don't spend too much time on the stuff that you feel is not going to work.
Lesson #3: unity's particle systems and post processing boosts the game look by like 200%.
I've submitted my game 17 hours, 24 minutes before the deadline, however, I've acted like a dumb rabbit and I've done some terrible things that I'm not proud of.
When submission period has ended I've created an update for the game with the thought in mind that I've read the rule on that account and it said that I am allowed to update the game after gamejam's end. So I've uploaded one and called it v.0.0.1 and hid the first version that I've uploaded.
Right after that I went and read the rules properly one more time. It actually says that I am allowed to update the game only after the game has been ranked. I've made my submitted version visible after that, however, it shows that this version has been uploaded after the submission and I don't get why is that.
I believe that now I'm gonna be disqualified, because this whole situation looks weird, which is understandable.
Lesson #4: read rules properly before doing anything.
Anyway, I am really proud of my entry 'cause I've been working all 22-26 hours that I had. No slacking (and I like to slack!). What is really important for me is that I like the final result. It's playable and it looks descent!
Fun fact: after like 4-5 hours of work I was so into developing the game, that I forgot to eat properly, which was not healthy. I do not recommend that way of developing to anyone.
Take care of yourselves and let me know your story of the development!