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Sharing my story of development. Send me yours, I'd love to read them!

A topic by Mnim created Nov 18, 2020 Views: 179 Replies: 4
Viewing posts 1 to 4
Submitted (1 edit) (+1)

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 blown up

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!

Submitted

You could also try my game out and rate it here: https://itch.io/jam/mix-and-game-jam-2020/rate/821147

I would really appreciate that.

Submitted

Here's how I would go about procedural generation, especially for a game which goes on for infinity. I would make prefabs of what you want the levels to look like. Then instantiate them every time the player gets past a certain point while deleting the previous prefab. This way you have control over what each "stage" looks like, the player can memorize and get better at crossing each "stage" and the game isn't too laggy.

Submitted (1 edit)

So there's my story.

   I decided to take on this jam because I have been making games for 7 months now, but I've never actually finished a game.

     After the theme was released the idea jumped into my mind immediately: a platformer game mixed with a top-down perspective. I used the end of this day to write top-down movement and I started creating platformer controller. That was the end of day 0 :).


     Next day I finished movement scripts and made tilesets for both perspectives. It was the time to draw Johnny (he was unnamed at the time J). Fortunately there were not so many animations to make. Then I set up a grid system making it easier to create new levels. In the end of the day I worked on UI a bit, made a game manager and a main menu. I went to sleep feeling tired, but optimistic.

     The real challenges started on the final day. It all started with a bugged tilemap where spikes contained a little part of a different tile, even though it wasn’t drawn on the sprite.

After fixing it, I made a tutorial level and dialogue. But the gamedev gods had more troubles for me: I realized that my main menu got deleted and I’m still not sure how is that possible, but I had to redo it 3 times because of self deletes.

Finally I got to work on the other levels, but I was already low on time so I made only 6 of them. I also managed to accidently delete my tutorial.

With about 3 hours remaining I started working on audio for the game. It was something that I’ve never done before, so it took me a while. First I made a track in Bosca Ceoil and designed other sounds in sfxr. After putting it together I made an end screen.

   I was getting worried that I won’t finish on time just to realize that  we got one more hour! It literally saved me. I worked on audio some more, somehow my audio manager wasn’t working correctly so I nervously tried to fix it before the deadline. And I did it! Kinda…                                                                                                                                   That’s the point where a very nasty bug comes from (I probably forgot about something obvious in hurry): music overlaps in some of the playthroughs. Sorry for that guys! I’m also aware that it inflicts my sound ratings even though normally music sounds great imo.

  It was time to build my game. I also have never done that. I decided to go with web version, so it’ll be easier to play it. I accidently typed the wrong resolution in build settings forcing some players to lower the page size to play the game. I submitted the game 29 seconds before the deadline! (I was struggling with the game page cause I thought we can’t modify it after uploading)

            So yeah! That was my story. I feel like I’ve never learned that much in that short amount of time. It was a really great experience.

Also I wanted thank you all who played, rated, commented or gave some feedback! Your support really means a lot to me! And for those who didn’t play Johnny Split yet, I highly encourage to do so! https://tyrannosaurus-games.itch.io/johnny-split

Thanks for reading!

Submitted(+1)

This is my game:

And this is my story :b

I started the jam in the right time with a team.
We was working together in an idea that worked for everybody...

After some thoughts, we got a game that we wanted to make! :D
Then after some working in the Game Design, some codes... The team wanted a thing that didn't make sense for me at all, it didn't work for me.
So with this opposite thinking, going separated ways was for the best...

This was in 12 hours of jam.

So I had to make a game idea and all the process with 36 hours.
Since I was solo and had less time, I choose to go for a safe route, making a game that I know it will work with less work time.

Before sleeping in day one, I started to make the concept of Chroma Chroma!

What I did was:
- Read about game genres and write every genre that I would like to work (at least did this in the 1st 12h);
- Then I started to cross every genre that was not possible to make a good project in the time frame;
- I started to think: with the current options, what can I make that will be fun and able to make;
- One thing that I wanted was to have mixing in the mechanic as well;
- So what kind of mixing I can make with low assets amount? After some thought it came to me that I needed to do something color based, after all is just hexes to change it (Y) ;
- Then I knew it was going to be a shooter/bullet hell game, but what about other half? Well, I don't have much time, so let's add some RPG elements o/;

So about the colors:
- Came to my mind that each color had a purpose and the mixed color would have mixed purposes;
- Red is offense, Green is defense, Blue is Utility;
- So a red color is a pure offensive option, green a pure defensive option, blue a pure utility option.

Then I sleep and when I woke up I started to develop it.

The first thing I always do is to make the core game loop work in the game. If the core sucks, the game will suck doesn't matter what you do or add :b...
So a lot of the dev was about mixing the colors, making the weapons, and a simple enemy to tie everything together.
The entire day was around this dev process and making a pretty UI (I love UI :D );

After a big day of working in those mechanics, I went to sleep and made some math on how many hours I needed to finish the project, and how many hours I could sleep :D... The answer was 4 hours.

When I woke up, I went to the market to grab some food that I could eat without wasting much time...

Then I back with the development. It's time to actually make the game look pretty...
I'm really slow at making art, so I went for a basic shapes from unity to make it.

When making a game, I prefer to make it rounded and polished with some elements missing rather than making every elements without being polished and actually looking like a game, with the entire screen flow.

So it was coming the deadline...

I started to scrap out some ideas that wouldn't fit in the time, and then started to publish my game.

10min before deadline, Chroma Chroma was on!