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I can't be bothered to make a proper post-mortem for my game, so I'm just going to post some thoughts here. 

Part 1 : Making a Tower Defence

I've always suspected it,  but making a Tower Defence is not only quite easy, it's also satisfying? Creating base classes, creating Paths for enemies to follow, having different objects interact with each other and their events and creating some really basic AI for towers. I had the basic game done by the halfway point of the Jam. 

Part 2 : Making an interesting Tower Defence

Making a Tower Defence game interesting is hard. It requires good early planning (Didn't do), careful consideration of player  resources (Didn't do), maybe a variety of enemies(?)(Didn't do), a clever level layout (Didn't do) and finally a  really good, constant understanding of how each part of the level interacts with each other (Didn't do). 

I had a vague idea of what I wanted to do, but I thought I'd make the TD then "edit" it to make it work. This was a mistake. I really wish I had planned more about the effects of different towers and the progression of enemies. If I had gotten the first 3 or so waves down, I think that would have really helped the game be more  satisfying, and given me more of a chance to get something that stands out. 

Part 3 : Some frustrations

I've got two things that frustrated me in this jam.

The first was making the "vision cones" for the towers. I tried like 3 different ways, overriding the draw method in GDScript, the trying to split a circle in Inkscape and finally using a Polygon2D. It's uh... It's pretty wild to me there isn't an easier way to draw this! It took a good hour, which is wild. 

Talking of Inkscape, another big frustration was editing some of Kenney Assets Vectors. Essentially, I wanted to create some different resolution images, so I planned to just open the vector assets and export the part I wanted in a bigger resolution. This... Didn't always work. The way some of the assets are packaged, they have different layers and groups, so it's hard to grab only the section you want. Thinking of it now, I'd probably find it easier to select part of an image, export it as a png, then trace the image. It's  a bit nasty, but it would have been quicker, and with the extra time it gave me I could have made the art assets work a bit better together, especially outlines and their different sized. 

TLDR

Tower Defence easy, Good Tower Defence hard, need to practice Inkscape more (Again). 

If you read this, why not play this game? It involves reading as well! (Using my own post-mortem to shamelessly plug? That's wild!)

https://greenclovers.itch.io/clothes-rpg