RGB Coding Postmortem

Now it’s time for a little coding postmortem for our game RGB Which you can play here :) Planning: After we found a good interpretation for the jam theme the planning for the programming part started. We knew now, that it will be a Jump & Run, so we clarified which features shall be in the final game and defined it with the designers. Make it happen: We started from the beginning with the basic Unity-Engine. First of all we created a Character controller and a working Camera controller to move around and being able to test new game elements. Afterwards we build the editor, with all needed game elements like platforms or bouncers, so that the designers were able to build levels more quickly. Convert the theory into praxis: After the assets and the editor were ready, we were able to put everything together and create prefabs for the editor. Now the designers started to actually build levels. During this process a lot of bugs appeared in the editor and the character controller, and they were directly fixed. No time, but so much to do: During the last 7 hours we had to finish all missing things.. and they were a lot. Here a list of what I mean:
  • Titel-, Intro-, Levelselection- and Final-Screen ( which is never triggered 😉 )
  • Hud (In game)
  • Popups for Intro-, Levelselection- and Final-Screen
  • Music
  • Playerprogress
  • Posteffect(s)
  • Integrate Background tiles for levels
Lessons learned:
  • Don’t drink too much in the day before Ludumdare
  • Planning saves so much time
  • Prefabs rock, when you know how to use them 😉
  • Unity has problems with custom 2d collider polygons (we were not able to add nodes to the polygon), we used 2d box colliders instead
  • Plan also Screen flows
  • Make less and make it better 😉
  • Find a way to work with several people on one unity project
  • And finally the most important one. Stay cool.
Thanks for reading, we loved all your games  :)