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Haha, well thanks for giving the game a go! Yeah, right now I am dealing with technical issues in the Twine engine that make it exponentially difficult to add more content, so I am looking into ways of overcoming that.
As for the species and gender and stuff, that was kind of the first joke of the game was that character creation was a hoax. I would feel obligated to have statistical differences between the races, but unfortunately that adds a lot of complexity.
Believe it or not, even though there isn't much to do right now, it took me 8+ hrs just to make a "working" game-loop, so it might take me a bit of time before I can add more significant content.
But I hope to! Thanks again for trying out this silly experiment!
Hey Poseidon2015, thanks for replying! I totally agree, the controls, specifically the camera movement were pretty gross. The camera controls were one of the last things to get tacked on so they got the least love. I have made games that utilize a much more comfortable movement and camera control system, but didn't have the time to do it this time.
Unfortunately, due to complications, I ended up doing most of the work on this project, so what you're really seeing is a project designed for two people, where mostly only one guy worked on it.
Oh believe me I get it. My game has more holes in it than Swiss cheese. It almost seemed to fall apart upon submission! It's always a juggle between balancing mechanics and reworking systems, but especially for a Game Jam game, I think you guys did a great job!
Though I'm surprised there wasn't any jam-related menu items. ;3
Wow, you made this in two weeks?! This is very well done! It looks like it takes place within the Starbound universe. Very clean, and what feels like a complete game.
I did notice that sometimes the time it takes to prepare a dish is longer than the customer will wait, not sure if that's intended or not.
Otherwise, great game!
This is my first unassisted (non-tutorial-made), 3D game, and my first DevLog. I started working on my game a little before the Jam started, and it's been progressing relatively smoothly. I'm using this as tool to help me start and finish a game project, and then present it to the world! My goal is to expand my abilities until I'm working on big, beautiful projects!
Game Title: Delicious Sushi! [Update v2]
Genre: Top-down Collection and Avoidance
Gameplay: Move your little dude around to collect the good things (currently sushi) and avoid the bag things (currently bombs).
I've made this game two times before. Once in Flash (AS 2.0), once in C++ (for a class). This time I plan on tackling it from a 3D perspective. I've already learned tons of useful tricks that will hopefully follow me in my next game projects.
I may not spend a lot of time working on this DevLog, but I will try to keep it up to date as big things happen.
Thanks for opportunity, and all the support from the community!
Finally have some screen shots!
Wow! Look at those colors! It's like I'm some sort of genius artist or something!
Well, at least it supports xBox 360 controllers! :D
Naturally, the first thing I think of when walking into a Sushi Bar is to look out for cartoonishly-rolling bombs... doesn't everything? Thank you Unity Asset Store for allowing me to have decent 3D models without having to make any of them myself!
All I need to do now is add a credits screen and a way to reset the high score, and we should be good-to-go!
This game looks like fun, but I've had very little success amassing population, so I end up in debt all the time. Is there a basic strategy I'm missing? I have plenty of spaced out houses, with a water tower within range of them all, with a factory within range, and a shop and a market, all in range, yet I get only about 9-12 pop when there's 24 vacant spots.