POSTMORTEM: A GIRL AND HER CAT

a_girl_and_her_cat
This was my third ludum dare, but my first solo compo entry, and though I didn’t accomplish everything I wanted I’m still pretty proud.

TOOLS USED

WHAT WENT RIGHT

  • Using kinematic bodies for character control.  Mucking around with forces and stuff is okay for objects in freefall, but for fine-tuned control you need to just script it.  I resolved overlaps using the “separate axis” method (push all the way in Y then all the way in X) which gave better results than Unity’s built-in character controller (which has an annoying rounded bottom).
  • Music Generation + Cleanup.  Abundant makes pretty good music to begin with, and I was able to monkey with the phases and instruments in less than an hour.  I believe in doing the music first because it sets the tempo for the game.
  • Animations.  I’d never done it before.  Looks like I’m okay at that! :D

WHAT WENT WRONG

intense_planning

 

My paltry “planning”…

  • Overambitious.  I was planning the scope like a jam entry.  It got late super quickly, and I had to pull everything together in the last six hours.  Lots of ideas got cut (walking enemies, guns that you could pick up, moving platforms).  Since I knew it was going to be a fail, I tried to fail with humor.
  • Getting sick.  I didn’t sleep for over 24 hours and then I crashed hard.  When I woke up I realized that I hadn’t been productive for a long time, either.  Take a nap every 12 hours.
  • Not direct enough with theme.  My original interpretation was “you only get one inventory slot” i.e. you can only carry one thing at a time… but then I only finished one thing you can carry.  Theme should be obvious right away, not depend on a lot of content.
  • PHYSICS 2D BUGS IN UNITY.  E.g. two kinematic rigidbodies don’t cause trigger events.  Took forever to debug that.  Also, it causes the editor to become sluggish and crash a lot.
  • Last-minute hacking.  I’m sure there’s some bugs in there and I’m sure they were written in the last 15 minutes.  So it goes…

AMBIVALENT

  • Chasing a high-bar for quality.  I’m a bit of a perfectionist, and I was very detail-oriented with non-critical features (e.g. control tutorial UIs, scene transitions, walkcycle FX) because I demand a high level of quality from myself.  It’s not good for jams, but I can’t imagine subjecting you all to crummy looking stuff with my name on it.  I respect your time as players!

Screen Shot 2013-12-15 at 4.34.05 PM

I LOVEYOU ALL OKAY NOW GO PLAY

Tags: compo, postmortem, unity