Bloom - Post-Mortem

Hi guys, before you start reading, feel free to play and give me feedback about the game.

thumb.png

Usually, we tag for LD as a team but for this one we decided to tag alone to challenge us and to see what we were capable off. My goal for this one was to have a playable prototype and learn everything I could about handling 3D in Unity. As we only did 2D games in the past. So we were ready and motivated, even if we were not doing the same game, we were together and we could help each others.

DAY 1

i found the main idea quite fast : "The more light there is, the worst it gets". Previous ideas were about hearts and viruses, i was like "Meeeh..!". So I choose this one. After the idea came the design, what is light sensitive ? A Ghost !

I had a better picture in my head at this moment : A little ghost, lost in an unknown forest which never ends.

So I did this procedural algorithm and integrate 3D models (and everything which come with it) into the game.

The script worked quite well :

6382502ba3fddbb161a2b28cd799fb87.gif

And the isometric and low poly atmosphere was nice, I liked it a lot, so I went to bed, confident.

DAY 2

Day 2 was rough, I was struggling to implement the right spawning and positioning algorithm : I wanted a 11x11 tiles platform, where each time the player goes to a direction it creates new tiles in front of him and destroy those behind. You were suppose to walk into an infinite forest, procedurally generated, avoiding lights, and collect some stuff to win.

But I didn't succeed to implement this algorithm, I'm a web developer student and I didn't have enough knowledge in math (and 0 patience too).

So I cut it during the evening and I created a fixed 100x100 platform instead.

DAY 3

I was at work all day, so I only worked from 7p.m to 2a.m. But during my work time I though about how to have some gameplay implementable in less than 5~6 hours.

So I decided to add a "slender man" which follows the player with a "flashlight". he could pass trough trees and stuffs, and he is always following the player.

Selection_017.png

By the way, I didn't do any of the 3D models, I found them on https://sketchfab.com, I don't know 3D modeling, and I didn't have the time to learn it at the same time.

So this is what I did when I came back home, implement the enemy and his behaviour, aswell as all lights behaviours.

Funny thing, and I didn't think about it before but lights are post processed in Unity (aswell as many engine I assume) and I couldn't easily get how much light there is in an object. To keep it simple I just calculate distances between player and all lights and make him loose if he was too close.

I also added music, sounds and a menu quickly. such UI/UX, wow. suchmenu.jpg

Conclusion

My main goal is fullfilled, because I learned a looooot about 3D and post processing in Unity. And I could use thoses knowledges in my WebGL class !

At the same time, I'm a bit sad, I want to work in the industry as a game design and this game has a very poor gameplay, I was too focus on programming and stressed about time that I forgot the most important.

I'm still proud of it, proud to have finished something, and proud to participate at ludumdare !

Feel free to tell me if there are english mistakes and don't forget to check the game :wink: