Village Terrorizer Post Mortem
First off, thanks everyone for voting. If you haven’t voted yet, and you want to, do so HERE
Beat Fortress in my game, show me proof, and I might give you a trophy 😀
TOOLS
Program: Unity
Language: C#
Graphics: paint.net
SFX: bxfr & sfxr
Sound Editor: Audacity
Music Kit: Bosca ceoil
THE GOOD
Graphics: I really liked my simple graphics style, which was actually based off of another more complicated pixel guy that I made previously. All of the characters have the same animations, just with different colors and body parts. The houses themselves were good, but I just didn’t have time to implement more. There was only one type of growing house. I got to use paint.net which has a “glow” effect, which was great for Fire and Fireballs. I added a fireplace in this LD, and I was surprised on how well it was. Of course, it was bad, but not as bad as my normal fire animations. I also added a lot of UI using Unity’s powerful UI tool, and particles, which worked wonderfully.
Sound: The sound effects I chose really fit, but I just wish I had time for more. I did make a footstep sound, but It is never used. Of course I used Bosca Ceoil for music, but that was the first time I ever used it. I made that music in ten minutes, and people said it was ok.
Idea: Even for this bad I guess theme, Inspiration struck, and I got the idea of being a monster that terrorized a village. I saw another well polished and fun game for the jam I think with a similar Idea, but they achieved it with a top down targeting based game. I wasted almost 2 hours thinking before making anything but a main menu. All in all, about 10 hours were wasted, but more on that later.
THE BAD
Time Management: I was really bad with time this LD. I started work on a detective game, But it was just to story based. The story was that you are a detective investigating murders, and it turns out it was you at night. But it was just too story based and ambitious for me. As the hours slipped by and by, and progress slowed to a crawl, I knew I couldn’t do the Jam with school. I would be tired enough of Monday. So I changed it. I went for a kind of 3d fps or horror game where it would be like Doom, or wolfienstien 3d, the 1900 version. I don’t know why I gave that up. It was going so well. Maybe that was inspiration.
AI: I had horrible AI in my game. It looked good preliminarily, NPC villagers walk around, build houses after a while, and guards guard it. Problem was, NPC’s never stopped walking. They just zipped around, and even pushed the player back. It was endearing. Next, Guards did’t have the proper AI I wanted. I wanted Archers as well. Time though xD. The guards at first had horrible AI. No matter how fast the player was, the guard hit the player at least once in every confrontation(another reason I made Fireballs). They Paced from point to point (Now, if there are no points in the array, It does the same as the villagers and randomly walks around) and just attacked the player. The animation said their sword was in the air and they were facing backwards. Game didn’t care. -5 health for you player! This was fixed, but still. . . What really would have made the AI better, was if they paused. If, JUST FOR one moment., just stopped. Stopped. Then walked again. It would just be so much better. I think. I was never really good at Random AI scripting or State Machines. Time to learn eh? Also, Villagers literally built houses like, Wait One minute, then spawn a house. I had also wanted them to tend to crops. While there are crops outside of each level that grow, the player never sees them.
THE UGLY
Thanks for reading,
Flygamer101
out.