Radioactive Doom Ninja | Postmortem
Tools Used: Unity, Blender, Reaper
Assets from: Unity Store, Open Game Art, Brackeys
You never really know how hard something is unless you do it yourself. This was my goal and I achieved it. I began the week thinking I could make a 3d character run down a hallway with a barrel in its hands, the object being you had to balance the character and race to the end without spilling. While making my barrel I ran into a few design issues and decided to go 2d platformer and scale down a bit. This gave me some new challenges which I will take into my next project. Since this was my first and worst game jam game, I am pleased with the result.
Day 1 - I used this day to design a concept for my game which ended up changing after a few days anyway. I was so sure about my idea of a wobbly player running down a hallway with an open radioactive barrel trying not to spill it. It was out of scope though.
Day 2 - I spent the day designing my barrel which the character would hold, I guess not knowing how to do this at the start of the day would have been a key indicator to not waste time so early on.
Day 3 - After spending the night designing my barrel I realised I didn't have a player and didn't know how to make the mechanics work so he could wobble. This is when I decided to change my mind and go with a 2d platformer.
Day 4 - I used this day to design my level and spent a lot of the day researching how to make a parallaxing effect for my background. I found the tutorial I needed at Brackeys YouTube channel and borrowed the script he uses as well. I found this to be a really big learning curve, because I had finally begun to understand the structure of C# script and what each part is used for.
Day 5 - I downloaded some sprites and tiles to build my level and animate my characters. This was hard for me because I had no idea what I was doing and also because every time I tested a sprite in unity it wouldn't let me slice the sheets up. This is something I will have to work on and would save me so much time.
Day 6 - I spent all day working on animating my character and getting him to flip on the x axis when I pressed a key. This gave me a bug in my character controller script but for the first time I was able to solve the issue on my own. Although it was something simple, it was a proud moment for me to be able to solve a fundamental issue so late in the project. Debugging will come up a lot in the future and I no doubt will have to come to terms with this part of game development.
Submission - I wanted to make a WebGL version of my game so that I could get as many people to play it on as many plaforms as possible. I knew if I gave a download link, I wouldn't get the feedback I was after by as many people. Once again I had no idea how to do this, so I YouTubed it. It was really simple in the end and I will be doing this for all of my upcoming releases.
Things I was happy with:
- I was happy with the music I had created for the game. It was inspired by the Hotline Miami soundtrack not for any particular reason, but just because I like that type of music. You can listen here:
- The amount I learnt while trying to make this game
- The background parallaxing effect
Things I could have done better:
- Create a menu page
- Have an end state to the game
- Spend more time learning sprite animation
- Stick to the one concept and see it through
- Work in some sound design for the player animation
- Have more interaction between the player and the enemy
- Work out how the player can win and lose.
Overall I am happy with this game. It is my first and I have already got some great feedback for it. I will take everything on board and work on it for my next game jam. I think taking a week off from jamming will be good to let everything sink in and just learn a little more about what went wrong/right in this project. I think it would be worth doing another 2d platformer for my next jam so I can really get good at some of the concepts involved in making them. I had fun and am looking forward to my nex game.
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