Runstable - Post-mortem

It's Post-Mortem time again! This time, I'll be talking about my 6th LD game Runstable, a 3D platformer with elements of parkour where you must find a precious gem in the depths of a treacherous cave.
This game was conceived using the following tools: - IDE : Visual Studio 19 - Game Engine : Unity 2020 - 2D Graphics : Krita - 3D Graphics : Blender - Audio : Audacity, Fruity Loops 20
Previous LDs
Before I talk about this edition of Ludum Dare, I figured it could be nice to talk about previous editions I have participated in. More specifically, the takeaways of those previous editions. After all, Post mortems are theoretically here to list some lessons so that we can keep doing what is good and stop doing what isn't. Here's a short list of lessons I have learned (which may or may not have been applied): - FPS Controllers can be a pain when poorly done. This seems to be amplified in WebGL versions. - Taking the time to explain game mechanics in-game can be a huge UX booster. - Use prefabs! When you don't changes to level design can be a huge pain. - Taking some time on the Sound Design makes the game look more polished. - I should spend more time on my Level Design. - 48 hour isn't a long time. It's best to settle for a simple but fun game loop. - Procedural generation can save some time.
What went well
So now that I have listed some lessons from previous editions, let's see what went well this time.
- First of all, I'm glad that making levels was easy. Both in design and in testing. This was greatly allowed thanks to the use of prefabs for each section of the cave. As such, to build a level, all I had to do was put together a sequence of cave sections.
- Secondly, I'm happy to have though of using *procedural generation* to decorate the levels. Rather than placing manually hundreds on props in the levels, I made a script that would randomly place props at predefined positions. As such, to decorate levels, I only had to specify those specific positions on the prefabs. So I guess I've learned my lesson on more Level Design and procedural generation. :wink:
- Finally, I'm mostly satisfied with the Sound Design of the game. There are of course a bunch of sound effects that feel out of place. But for the rest, I feel that the audio improves the game experience.
What didn't go so well
Of course, game jams aren't just fun and rainbows. So what didn't go so well this time around? - Firstly, I should have learned my lesson the previous time. On some computers/browsers FPS Controllers can be a pain when running in WebGL (or at least the poorly coded ones :wink:). This makes the game harder to play. - Secondly, I've noticed that the game has many bugs. Most of which are due to the FPS Controller and the collision detection, but there are also a few related to weird UI animations. - Finally, even though I am satisfied with the level design, I still feel that it isn't hugely diverse. Initially, I had planned to have some biomes and some vistas. I sadly had to cut those to submit in time.
Next time
So with all of that in mind, be it good or bad, what lessons have I learned? What lessons do I already know but really should consider applying? - Being highly opposed to crunch time in gamedev, my biggest pet peeve is that I spend way too much time making the game during game jams. This time, I spent a bit more than 12 hours per day on the game. In the future, I should aim to make simpler games or use more procedural generation. - Going for a simpler idea should also allow more time to polish the game. That means more time to detect and fix bugs, but also to implement some quality of life features. - And finally, I want to experiment even more with procedural generation. This time around, it was mostly used for level decoration, but given how I'd organized my prefabs, I could easily fully generate the levels by randomly selecting sequences of level sections.
Overall, it seems I've remembered a few lessons from previous game jams, but there still are a few I have yet to apply. :laughing: Anyway, I hope you’ve had as much fun making games as I have! See you next time! :wink:

I don't know, it seems like there must be something going wrong with the algorithm here. I've seen other games that have a similar number of 'ratings given' and 'karma for feedback' as me (and more 'ratings received'!), that have a much larger smart balance. Is there something I'm missing?



You are a depress power Ranger
https://ldjam.com/events/ludum-dare/49/the-butterfly-effect



Thanks to everyone who played and rated 





