
My compo game America 2018 now has a WebGL version that you can play here, right in your browser! :open_mouth:
Here's some post-mortemish observations about the making of the game. What worked out nicely and what didn't turn out like I expected...
Let's start with the most obvious firts: the graphics. To get the weird "lowpoly meets marker drawings" -graphical style I used a custom lowpoly painting tool for Houdini to create the graphics. It worked adequately and I think the game has a pretty nice style. I'll continue improving the tool for future projects, especially its performance since it get pretty slow when there are lots of strokes.

The tool also had a feature of generating a sort of a time lapse series of meshes that can be then played in sequence in Unity. It looked pretty cool but it didn't end up very well utilised in the game. I used it to fade in meshes in the distance (so it kinda looks like a weird streaming/LOD thing) and fade out the monsters after they die (although I had to speed it up a lot to make the game feel responsive and they're bathed in particles so it's not that visible here either). So all in all, think I wasted like two or three hours of my precious time on an effect that wasn't that crucial for the end product. :grin:

I was originally planning on using my eurorack modular synth to create the music for the game. In all likelihood it would have been weird, awesome and it would have stood out but when the time came to make music I scrapped the idea. It would just have taken too much time, probably like 1-3 hours (which curiously equals the time I "wasted" on that effect I described earlier :wink: ). Instead I just cranked out something in Ableton Live using familiar VSTs with familiar presets and some samples. I quickly jammed a few simple melodies and rhythms and then I bathed almost everything in reverb to make it sound, uh, big. A cheap trick, I know, but works well enough for something like this :innocent:
Regardless I am quite happy with the music since I only spent 30 minutes making it and, while the song is simple, it fits the game's mood well.
https://www.youtube.com/watch?v=Kkcj12wyRhA
So how about the game itself? I think it's OK. I've never made an FPS but I just used the Unity FPS controller (with very little changes to parameters and code) and it did its job pretty well with close to 0 effort. Overall the game plays well and is mildly entertaining and relatively bug-free. I think the biggest flaw with the entire game is that the gameplay itself isn't that special and, even though I scaled down my initial plans during the development, I never really aimed that high with gameplay. I consciously wanted to focus on solid implementation and production values but I think I missed the mark here with having a too simple gameplay. Next time I definitely want to emphasize the game design aspect more. :thumbsup: