Since this was my first LD, I wanted to focus on finishing the game (making it at least playable and complete in sense of UI and flow - from intro, through at least basic options to end credits) in 48 hours, and polishing it as much as I could. I entered in Jam, since I knew I wouldn't be able to make a game completely from scratch (in Compo) that way, and I had some CC0 music and base sprites I really wanted to use in a game for quite some time now.
In a nutshell
- getting more rest beforehand and during the jam is crucial. Dozing off for an hour or two in your chair does NOT count.
- even under such stress and short deadline, writing clean code helps immensely.
- Design Document is your best freiend and always has your back.
- Don't get overly focused on small details.
- For tedious, repetitive work, like adding sprites, whip up some loud and upbeat music (not necessarily like the one I used :D -->> www.youtube.com/watch?v=C_ckNQ3f1n4 <<-- but something lively, it helps a lot.
- Gimp is not bad when it comes to pixel animation, but you need to work out how to streamline your work
- SFXR / BFXR should get an oscar. Or at least a cookie.
- LD is absolutely great for testing your skills and learning new things.
Day 1
idea
After banging my head on the wall for a while after the theme was announced, I settled for a simple idea - Small island, last dry place on earth, single protagonist fighting off enemies (probably just figments of his imagination from malnutrition). Seemed simple enough, and I wanted to extend the mechanics a bit.
After scribbling down a basic design doc and deciding on tools (Unity, Gimp and SFXR/BFXR) it was 5 AM here, so I dozed off in my chair for a few hours, and at 8 AM the work began.
basic mechanics
Since then, up until 10PM, with occasional breaks to scream into a thick pillow, I worked on basic mechanics and game structure. I'm not very experienced yet, and I quickly discovered where I was lacking knowledge. Fortunately, by midnight I had a working proto-proto-prototype with placeholder sprites, but the mechanics and basic flow were there - from blue intro with music player and skip button, through menu (working with options) to level with camera follow, playable mechanic, pause menu and quit/death screens.
Day 2
extended mechanics
Then the scoring system, health, damage detection and all that jazz went quite smoothly, and before 8 am the prototype was ready and even playable - flow was complete, UI was wired and responding.
SFX, Sprites
Short nap in chair, and I began the most tedious part - generating SFX, cutting sprites, making animation frames and animating in Unity (working slowly- I was tired, and a stiff drink did not work as expected) Few hours of making prefabs, another hour dozing off, and suddenly it was noon (15 hours left to deadline). Playtesting revealed that the hitboxes, fire rate and general feel were utter bollocks, so the fine-tuning ensued.
Thank you, Game Design Document
And then it hit me - I forgot to implement the overheating, pickups and bosses. I managed to implement pickups quickly, but struggled to signal the affordance - fortunately just a simple animation sufficed. Boss mechanics and overheat were tougher, but all in all, around 6 PM, with 9 hours to go, that part was also complete. As a reward, I took a nap for an hour (best. nap. ever.).
Intro
Intro text was a breeze - not as witty as I wanted, but sufficed. With 7 hours to go, I polished UI and flow, and concentrated on fine-tuning the play itself. I still felt it was bollocks, but much better than before.
Ran out of fuel
Around midnight, I felt I couldn't work anymore. Too tired, that was it. I hit the hay, and slept for 15 hours straight, woke up, and published the game on itch and my personal homepage (It was made in under 48 hours, but deadline for jam was longer, so I took the liberty).
https://www.youtube.com/watch?v=fuCQwZIAZMQ
* ITCH.IO: https://takusan.itch.io/slightly-angry-max
* DIRECT DOWNLOAD (WIN 32/64) http://takusan.pl/angrymax.zip
Future
There will be a post-jam update, maybe even before the voting ends (though I must concentrate on other things for now). More weapons/firing options, screen shake, maybe lighting effects, more pickups, exploding red barrels (yes, those that exist were supposed to explode, couldn't manage that properly) and - most importantly - with better pacing/balance and optimally an option to choose the game speed and difficulty. I would like to introduce more content and work on replayability, even as simple as a global scoreboard.
Thank you!
If you made it to this point, thanks for reading. This is a first-time experience for me, and an important one :)