Here is the game in question if you care to give it a shot.
Introduction: While I have done overviews of my two previous Ludum Dare entries, I decided to do a proper full retrospective, especially considering that I think it is probably my weakest entry to date. It’s important to review poor performances so that you can fully recognize what went wrong.
Goals: As with any LD, a set of goals was established to be completed.
- Attempt to rig scripts to particular frames of animation.
- Attempt to finish a significant portion of content.
- Attempt to maintain the level of polish my previous entries had.
- Attempt to make the Theme more integral to the game.
Preparation: As opposed to previous events, there was very little preparation. Tools were not set up or used within the last few months which led to some confusion, specifically with Unity as it had been updated and changed significantly.
In addition, very little time was spent pre-conceptualizing based on the last round of potential themes. Due to this the eventual release of the theme led to considerable issues.
Concepts: With the release of the dual themes of Growth and Two Button Game, I actually came to my first concept in short order; however due to the nature of a dual theme I ended up changing my mind repeatedly and ended up working on several themes throughout the 48 hours.
Digital Pet: My initial concept was a combination of the two themes; a revamped digital pet similar to the Tamagotchi. This seemed conceivable however the eventual decision was that the number of sprites necessary were a workload beyond what I felt comfortable in completing in 48 hours when combined with the necessary coding to be done. In addition, I was intending on this entry doing well in the votes and I felt that a longform game like a digital pet would not be received well. Work completed included the base UI, as well as some basic logic needed.
Dungeon Crawl with Growing Sword: Similar to the concept I ended up with, but a third person, overhead dungeon crawler with basic combat and a growing sword with every kill. Decided to move on to the next concept as I got frustrated with certain issues and wasn’t thinking properly. Worked on basic camera and movement code, in addition to a basic player model and weapon model and some required animations.
Kaiju Game: Essentially using the same camera and movement code from previous concept, this would be a game where you start as a small monster and grow with every person eaten, eventually able to destroy buildings and whatnot. Decided that production of the enemy AI would be far too extensive for the short time remaining. Work completed included several building models and the creation of a small test city.
2D Platformer: In the style of old castlevania games, I decided to ignore the growth theme and go with “Two button” but decided it was a bit of a cop out, since there are still movement buttons. No real work completed, though.
Tower Climb Platformer: The decided upon concept, this combined the growing sword with the concept of making a platformer. To go with it’s simple tower geometry I went with an orthographic camera to make it feel strangely flat and to make the controls feel more appropriate.
Time Chart:
9pm -1am Fri-Sat: Worked on the digital pet concept, deciding that though I wasted the first 4 hours I could make it up in the morning.
1am-5am Sat: Attempted to sleep, failed, was too busy conceptualizing the project at hand. Came up with all sorts of concepts that never made it into the final project.
5am-8am Sat: Actual sleep
8am-3pm Sat: Built the base player model, the sword, the movement and attack animations and the movement and camera code. It was at this time I dealt with frustration regarding the Attack code, and the goal to integrate code into animations failed horribly.
3pm-7pm Sat: Slept
7pm-12am Sat-Sun: Was frustrated and still tired, decided to calm down and look over some things but didn’t actually really work on anything.. At this time considered calling it quits.
12am-7am Sun: Slept
7am-12pm Sun: Swapped to the Kaiju concept, built a couple building models as well as the base terrain for the city as well as several terrain textures and a few support models. Decided this wouldn’t work.
12pm-1pm Sun: Fiddled with a few things in 2d, to set up for the platformer. Came up with idea of the tower platformer
1pm-7pm Sun: Built the base tower model, 2 platform models and a “floor” model. Created a jump animation for the player model I had made earlier. Rebuilt the attack animation code to be separate from the animation itself. Created an enemy slime model, then the enemy AI.
7pm-8pm Sun: Took out my guitar and fiddled around to make a theme for the tower, then used my mouth to make the other sound effects. Last second UI for reloading the level on defeat, quitting the game and starting the game.
8pm-9pm Sun: Generated the game file and published onto itch.io
Review of Goals:
Scripts to Animation (Failed): Due to the way the unity engine inherits animations, they are read only and won’t keep any scripts attached to keyframes, despite that only affecting them inside the unity engine. Can only attach it to animations created in Unity.
Considerable Content Generation (Failure): As I spent a lot of time and effort on other concepts, I ended up behind schedule considerably and barely finished making one level.I would hardly call one level with one enemy type considerable content.
Dedication to Polish (Failed): Unfortunately several buttons used generic Unity button graphics as well as not having a proper intro screen. In addition the player and weapon models was incomplete as well. Lastly the enemies don’t actually have an attack.
Theme Integration: While I think technically it was more actually part of the gameplay then my previous entries, I still think I could have done more if I had more time left over, however the low enemy variety and lack of enemy attack combined with the lack of any real mechanics regarding the sword growth besides killing things meant that it was sort of irrelevant.
Conclusion:
While I think the game I managed to pull through and make a product in short order, I am disappointed in my capacity to hold to a working concept. My original concept would have fit both themes and while it would have meant a fair deal of sprite work, if I had stuck through I think I could have completed it. I think my inexperience with 2D work in Unity is part of why I decided to switch concepts.
Goals for the next Ludum Dare:
- Stick to a concept if it works: The main reason I would consider this entry a failure is the fact I swapped concepts repeatedly until nearly the end, and barely produced any content at all.
- Make the Theme the heart: The double theme made focusing on the theme kind of challenging; but making it such a small part of the game feels kind of lame.
- Make the game with Reviewers in mind: Simple fact is, there are a lot of things that reviewers immediately recoil from. Complicated control schemes, long startup periods and lacking an browser version are all good ways to immediately prevent people from reviewing your game. Keep it simple stupid seems to be practically required.
- Create a decent amount of content: This has been a major issue with all of my entries is that they can all be completed in a few minutes… even a first person stealth game. Considering procedural generation as a potential to allow for a lot of content.
Thanks for taking the time to read, I mostly made this for myself, but if it helped any of you think through your issues I am glad it helped maybe.
And for ultimate sellout, here is a link to the game again >.>