Game Posted


Preface

This isn't so much devlog as it is a post-mortem, since I'm writing it after the fact. Being my second game ever, I came in knowing I would not have the skills to accomplish everything I wanted. One of those things I didn't quite get to was the daily devlog. Once I began working on the game, I was quickly overwhelmed with the amount of work involved. Taking time out to log my progress seemed impossible.

In hindsight, I see how it would have been beneficial for my own time management to reflect on what I accomplished and what was left to do each day. The approach I ended up taking was a mix of "what should I do next?," "how do I do that?," and "how did I break that?."     

8/14 - Start of the Game Jam
Feeling sick for the last couple of days, I basically glanced at the assets when they were announced and felt uninspired. I then did not think about anything for the next three days as I felt sick and miserable.

8/18 - Brain Storm and Research
Still not at 100%, I eased into the jam by brainstorming some ideas. Unsure of my skills, I decided to go with a brick breaking game with some hopefully unique mechanics. Unfortunately, the art assets just didn't inspire me. I decided to focus on skill building rather than spend more time looking for that killer interpretation of the art.

8/19 - Work Begins
After learning about scriptable objects in Unity, I felt inspired to incorporate them into my game. I followed some tutorials to build an SO audio system. This felt like a great start since my last game(which was also my first game jam) did not have any sound at all due to running out of time.

I also got the basic block breaking mechanics in, and got the idea for the inventory system where items could be swapped in and out of play on the fly. I feel this did make it into the game in a satisfying way, but the lack of different items I ended up with hurts it a bit. Of my original list of 10 different items only the Hourglass and the Point Bonus made it in.   

8/20 - Work on Levels/Scenes
Researching Unity's scene manager let me implement the system for switching between levels. After starting with scriptable objects, I reverted back to monobehaviors to avoid spending too much time on structure rather than content. In the future I will be looking into creating reusable scriptable object systems for use in multiple games.

At this point I also committed to adding the pathfinding elements necessary for completing levels. A tutorial led me to the A* Pathfinding Project: https://arongranberg.com/astar/

8/21 - Work Blur
This is the day everything started blurring together, as workload surpassed the amount of time left. I began refining game ui elements and fixing bugs, and play testing a simple level.

8/22 - Work Some More
All my time here was spent getting one complete level done, with all major elements working correctly. I knew once I had one working scene, the others would come quickly. If I had started on other levels prematurely, I would have been wasting time chasing the same bugs on multiple levels.

8/23 - Level Design and Polish
In the morning I started duplicating my one complete level and modifying to build the 8 levels. Again, I limited the number of levels due to time, focusing on tutorials first. I think I was fairly successful, but I did leave a lot of level ideas out.

I spent the last of my time fixing some little annoyances and tweaking some game play settings before compiling and doing the final play testing.

Files

BreakRPG.zip Play in browser
Aug 24, 2020

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