Pastor Mundi Postmortem

So, unity wont run properly on my laptop (will try again later for a jam entry perhaps) so I’m stuck with nothing to do.
Postmortem time!

What went wrong:

  • Time allocation: Maybe going to a jam for saturday wasn’t a great idea in terms of getting a compo entry done. If I’d done something in Flixel then I would’ve been sorted (my 2D workflow is definitely fast enough, my AS3 knowledge is up to scratch, and I’ve used it for a bunch of LDs before). As it was, too many things went wrong for me to get any actual gameplay in
  • Wrong end of the stick: Though I always do this, I should really code some stuff before drawing stuff. I continue with the design on paper and in my head while I’m creating assets but without a working prototype I end up with an art game that’s not even really a comment on anything.
  • Really goddamn slow level creation workflow. My level creation workflow basically involved marching around the level first placing gameplay elements (~10min) and then placing graphical elements (~2.5hr). Hot damn I need to find a way to speed up the second step.
  • Not familiar enough with unity. This really only mattered when I wasted an hour tracking down a bug which was caused by animation not playing if the animation calls are made from a different gameobject. Note to self, animation script on the thing with animation, anything else might get called at the wrong time. D:<
  • Sound/Music: Every time I do this, I forget that sounds make everything more fun. Bugger.

During animation crisis hour: WHY ARE YOU STUCK IN A T STAND?!?!

What went right:

  • Graphical Cheeriness: I’m fairly happy with how the graphical side of things came together given the short time I had to get anything done. There are definite holes in my 3D workflow but over the course of yesterday it certainly got faster :)
  • World Design: The world came together mostly as I envisioned it, with a few key missing points: no dock (though I’ll be able to make one from the assets), no door on the house (???), no woodshed or seed shed.
  • Gameplay Design: If I got the gameplay implemented it should’ve been pretty fun. Just got to finish a few assets and write a few scripts. Sadly, I didn’t have time (fingers crossed for postcompo).

Animation working, Planting stuff working, Ragdolling working, Scary cave not working, trees kinda working, no sheep, no wolves, final destination.

Bottom Line: Unity is quick for some stuff (making the planting mechanic work nicely took like 10min including messing around with prefabs). Should allocate more than 12 working hours to getting a 3D game done next time :)

Happy Ludumdare, hope to get a postcompo submission out in the next few days!