It is rainy - Post mortem
That's it. *shot sound that fades deep inside your brain* I got my 20 ratings recieved, so here it is: post mortem, for those who liked and for those who haven't seen "It is rainy" yet.

That's a short story: Early saturday I was walking home, just after mine 8-th lesson ended. I was pondering: what game I can create to make it fit unstable theme. I stepped into the puddle, my sneaker bacame wet. "Hell! Pavement was dry this morning!". Instantaniously my brain got an idea. Weather. Weather is unstable!
I had enormous amount of plans and ideas I wanted to implement. But there is a rule, simple and cruel. Divide all your ideas by 20. I did it, so there is things (in priority ascending order) I wanted to put in this project, but cut and smashed them with a hammer: 1. Wind map, simply a map with procedurally generated vector field, this had to effect all meteorogical parameters, 2. Anemometer (wind gauge), disdrometer (some kind of rain gauge, but much more interesting), 3. Notepad, where you can draw with a pencil (It was supposed to help you store measurments, before sending them), 4. Electricity bill, to make you save electricity, turning off board and lights, 5. Sounds, for rain, wind and even nature to increase atmosphere, 6. Computer minigame, so you have an ability to play computer game inside computer game.

Things I learned:
P.S. This facts are also advises, that may ~~or not~~ help you.
Game design: - Cut, beat, disintegrate ideas you really like, but feel that there is no time to implement them. - Small details make your picture look awesome. You may have no skill in drawing or design, but working hard on detalisation - guarantees good result.
Code: - Proper way to access protected variables. Use methods to access other's object variable, do not do it directly. - Custom inspector may majorly increase your gamedesign possibilities and effectivness. Try it out, it is not hard.
Art: - It doesn't matter if you draw things incorrect, not like your art teacher does it. "It is rainy" has broken perspective, just look at bed or at table. - Spend more time chosing color palette, good one makes image juicy and colorful.
Oh, you read all of these? I do not believe. Get a :cookie: and do not forget to prepare for your firing squad :)
3 enemy types. 12 upgrades. Infinite waves.
Play now:
https://ldjam.com/events/ludum-dare/54/hoverspace
I came up with idea instantaneously. "Brotato" but room is shrinking. So I wrote a list of planned mechanics:
- Player with WASD movement & additional movement option
- Weapon for the player
- 3 types of enemies
- Infinite waves with increasing difficulty
- Shop menu in-between waves with items and repairs
- Room shrinking and a way to prevent it
Here is the list of things I wanted to implement if I had some time to spare (I did not):
- Boss that appears each 10 waves with custom AI and attacks
- Engine temperature mechanic that would encourage to use boost
- Multiple weapons that can be bought in shop




