It’s Been Hectic, but It’s Getting Done

So, I wound up picking a game idea that was almost too big.  The two scope items that have taken the most time are the procedural level generation, and the cinematic endings (there are indeed two).

It has taken me almost every waking moment in the compo (minus 12 hours total for sleep and eating), and I finally think I have the project in a good spot.  The game itself is complete, playable, and winnable, which leaves me this afternoon to add some polish like more building layouts and textures, a proper title graphic, and sounds and music.

I was worried there for a while. I thought I had bitten off more than I could chew with this little project, but somehow I’ve turned it around.  Things really started to fall into place yesterday afternoon, and I knew then that with a big push, a late night, and an early morning, I could bring it to completion.

You start out next to your broken-down submarine, which stuck on the top of a sunken high-rise building.

Starting Next to Sub

There’s a shark swimming around to be careful of.  He’s only dangerous if he sees you.

Shark!

The backstory itself is a silly straw about a prank gone horribly wrong on Mount Olympus.  As you collect items and unlock the adventure, the backstory unfolds as you help some of the Greek gods out of a bad situation.

Aprodite Prison

If you ignore the pleas of the gods and focus on saving yourself, you can “win”, however, you will get what I call the “Milquetoast Ending”. To get the “Epic Ending”, you must help the gods complete their task.

Milquetoast Sub Escape

Finish With the Epicness

I wish I had felt I had more time to blog yesterday.  There’s a number of neat things I pulled off that I could have talked about more.  I suppose what is important is that I have a game to submit at the deadline, though.