Now, after a few days have past since the LD and my brain is recovering from the mad rush during Development, I am ready to look back on my experience and share it with you.
my game can be found here
First of all – this was my best LD to date. I had a rough start, but eventually I made a game I was content with, I had some time to add polish and didn't waste all of it. :smile:
Process – Before the LD I spent some time planning when to work and the initial idea was:
- Not to stay up till theme announcement. Instead sleep well so I can start a few hours into the LD, but fresh and ready (rather than having to cut 6-10 hours to sleep during the LD itself).
- Start by creating assets, so on the scripting phase I don’t rely on placeholder assets.
- Have playable core mechanic by 17:00 Saturday.
But “no plan survives reality”. Initially all went well. I woke up in the morning and checked the theme. That wasn’t one of my upvoted themes… in fact I am sure that was one I downvoted in Final round, but… That’s how democracy works.
I spent some time and come up with a concept of “Running out of Political power”. The concept was to have a sequence of turns, on each turn player is presented with several problems, and must decide which minister would be overseeing the solution, and how much of budget is allocated into solving the issue.
Depending on some parameters the problem could be either solved – which would give you some power, or failed (depending on some properties of the problem and Minister handling it)
In process of it the minister could display incompetence, corruption and/or publicity blunders, which would be criticized by opposition (costing you power). And those negative effects will be cumulative. Meaning that critique will be coming in every turn, unless you fire this minister, and replace it with a new one. Which you might not want to do, as Minister also gain experience, which give them better chance of successfully solving problems in future.
Was this game original… well… not the most original.
Was this game over-scoped? Maybe… But I felt confident in coding the logic for it, so I went ahead. And as I was going to start by creating assets, I came to a question – what assets I need to create. And that largely depended on what kind of look I wanted to give to the game. First idea was to show a table with a bunch of papers on it… I tried to arrange something and take a picture, but it was… mostly crap.
So I thought up a meeting room with a big table and the ministers sitting next to you… and so I went into creating 3D models…
Table was easy. Chairs were easy enough too – especially I only needed the back of them.
And then it came to modelling the ministers. That wasn’t the first attempt of me trying to model a humanoid, but it could’ve been my first successful take at it… :smile: And surprisingly the modelling went pretty well. I modelled a head that looked… human-like. In fact, there were two heads – male and female. Then I modelled the upper body… and I started rigging it, so I could position arms and hands in some ways, and possibly rotate heads so they face the player.
Adding bones was easy. And Blender did a decent job at automatically assigning weights to bones… but when it can to positioning them it started to rapidly fall apart.
In hindsight, I could’ve done a couple things to improve the result:
- Add more geometry. I didn’t have nearly enough geometry on the arms. And for good animation having some extra vertices near the joints can go a long way.
- Modelling hands straight = bad idea. Inverse Kinematics needs to know how to bend your joints. And if you don’t have a slight bent in elbows – it will get confused and bend your model’s arms in all the unexpected ways.
- I have a real aversion to assigning weights to control bones. That is a long story why this is… and this effort not let this happen (while recalculating weights) did cost me some time, while I wasn’t going to use this rig with any stock humanoid animations, so I could just ignore this…
But anyway… by 15:00 I still didn’t have a rig I was happy with. And I realized that at this pace I will not have enough time to finish the game… And so I decided to scrap the idea altogether.
A brief moment of panic later I started coming up with an alternative ideas… I needed something super-lightweight, to compensate for effectively wasted half of day… And that is how an idea of a puzzle-game was born.
Instead of having several levels each of which was reasonably easy to complete, it would essentially have one level, that would require several attempts to beat, so finally beating it would give a gratification of completing a game. Sure – the replay-ability of such a game would be pretty much non-existent, but… that is a Jam-game… not a commercial project anyway. :smile:
I picked a pretty tricky puzzle – the Bridge and Lantern. (Though in comments a lot of people were referencing Wolf-Goat-Cabbage puzzle… which is also a good one, but an entirely different one) And just to disguise it a bit more I expanded the number of travellers from original 4 to 8 (though at expense of not having each of them unique and expanded the number of possible solutions from 1 to 3) and added a rule for “protecting civilian ships” which ruled out one of 3 possible “correct” solutions leaving 2.
Then I went ahead with a plan to create assets first, and within 1 hour threw together a sprite map with all the ships and some graphical “effect”. First I drew some designs on paper. Them I digitized them using MS Paint and finally I used Krita to cut out white background.
And this approach seem to work quite well. Having the basic assets to begin with allowed me not to use some placeholders, and as soon as the puzzle logic was complete (about midnight) I effectively had the game that could be played.
So I had the entire Sunday for polishing and adding some mood for the game which allowed me to do some totally unnecessary things like the exposition scene that runs upon game start. Yes. That scene was a shameless rip-off from Star Wars. :smile:
And then I decided to do something that I never had time for in my previous games – add sounds. That was my first time working with BFXR… and it turned out… harder than I expected. All those sliders made little to no sense to me, so I basically had to rely on hitting “randomize” button over and over until I heard something reasonable… Though the “Warp” sound was customized by hand a bit – adding some falloff length, and vibrations…
After getting some sounds in the game, I decided to go all in and add some music. Especially since the exposition scene felt incomplete without it… so I opened Audiotool.com and… Well if I felt overwhelmed by BFXR - audiotool simply crushed my by the number of options there. But I was determined and after 5 hours of voluntary sound torture… I gave up. Basically rage-publishing the game without completing a list of smaller features, like custom UI panel graphics, additional UI information on ships, and so on.
Summary:
What went right:
- The workflow. Basic assets firs, scripts later seem to work well. Will definitely do this again.
- The background. The stars in the background required a custom shader, 5 materials, 3 prefabs and a script to randomize it! The stars were changing colours, slowly rotated and pulsed in size! And nobody noticed it, meaning that the background was… Perfect.
- Sound effects. Yes. It was hard to implement. And it took way more time than was necessary, but I did learn a few things and the sounds I picked didn’t seem to invoke any negative reactions from players.
- Game concept. Based on the feedback – the players enjoyed having a puzzle game and did in fact felt gratified for completing it once. So the intention was met.
What went wrong.
- Chasing rabbits. – Not once, but at least 3 times I started chasing the stuff I wasn’t qualified to produce, and that cost me a crapton of time and frustration.
- … and that is pretty much it. Nothing else that I would call a failure.
In conclusion:
I aggressively started playing other games and giving feedback – as soon as I realized that the rating is open, so within a couple of days my game had 20 ratings itself! Which is awesome!
Looking forward for the next jam!