Fylgjur Post-Mortem

Every Ludum dare I typically pick some new game genre to make and I’m slowly working my way in to genres I like to play myself. I would say that Fylgjur turned out to be the best one I’ve made so far, even if the votes don’t say so in the end. I learned a lot from the project and will be doing some more updates to it soon. Anyways here is how the compo went for me.

 

Time Breakdown 

0-1 Thinking of an idea and then planning it out

1-2 Making sprites and getting the base project setup

2-3 Getting basic player movement finished with a static sprite

3-9 Sleeping

9-15 Making animations, tweaking health code

15-19 Made weapon animations and code + first enemy

19-20 Fixing movement & attack bugs

20-24 More weapon code & animations, mostly spear and scrapping bow

24-28 Adding score and spawning of enemies

28-34 Sleeping

34-40 Making enemy bird fly in a pattern and not just straight to player, made sound effects

40-44 Tutorial level, music, UI

44-47 Added skeleton enemy with animation and code

47-48 Playtest, build, fix, rebuild, fix, rebuild, fix, rebuild, fix, rebuild

 

I think I managed my team pretty well and I only had to cut small sections off of what I had planned. I didn’t waste a lot of time on assets that did not get used but there were a few. I have a shield with blocking made but no reason to block since it was designed to stop arrows, but bows never got added. I had a few ideas to make damage popups and fruit hanging in the trees that you can hit to collect as health, but no time. I ran into a few bugs that nearly made me pull my hair out because they made no sense but they were resolved thankfully. The timeline is probably 80% accurate but it’s all a blur at this point.

 

Updates to game will be in next post!

 

Comments

20. Apr 2016 · 19:37 UTC
“build, fix, rebuild, fix, rebuild, fix, rebuild, fix, rebuild” lol!