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So I just did a course last semester on how professional developers implement techniques to boost their productivity and efficiency. I decided to make a project during my break using Kanban to organize my workflow, and compare it to my experience in 2017 when I had no IT experience and no idea what I was doing.

During the project, I listed out various features I want to implement on the first day and estimate how much effort each one would take, then I put 3 to 4 features to the todo list for the day. I then go onto a cycle of coding for 1 hour, with testing for 30 mins, then take a break doing other stuff. It really made me focus on complete a feature one at a time and solves the problem on me wandering around in my codebase like I did 4 years ago.

As for designing the game, I started in day 1 and 2 out with core gameplay aspect. I made the character, then the fairy, after that it's the light/rendering system. With them all set I then move onto enemies, like goblins and shades so play can fail in a level. On the other hand, the winning logic of reaching the next room was also created as well.

On day 3 and 4, I made a few design for the shadow monster and picked out the most unsettling ones for me. I then code their behaviour and test them out in game, after that I designed the AI director that smartly spawns the shadows into the map. I also spent quite a bit time working on dungeon tiles, which took me 4 hours just to make the basic tiles saw in game.

Day 5 is when I become potato, not much done except some more artwork and redesigning the player character to match the theme of the game.

Day 6 I decided to add more features into the game as the todo list was mostly complete. I added a new shadow monster that gives player hallucinations and created the event where the idol player learn to rely on breaks, creating uneasiness. I also went onto bfxr and pray to rngesus that it gives me usable sound effects (which it did).

Day 7 is the final day where I did level designs. I watched a GDC talk about non-linear level and I wanted to try that out, so I plan out the map layouts and test out possible paths and how I should distribute point of interest (ammo) and obstacles (corpses and goblins). Additionally I added more scripted events that are all slightly different to spice up the player's first playthrough.

Overall I was feeling great with how the game turned out. The Kanban method really helped me focused and it is my first time finishing a personal project this efficiently.

I still am floored by the fact that this is the only game you've posted. Seriously, it's SO GOOD. I'll have to look up Kanban :)