I’m done. Its not finished, but I’m done. With a little over an hour left, I’m missing:
- any sort of complex pathfinding for the adventurer (read: she runs in a straight line from left to right, not jumping, no anything else).
- any hazards other than the arrows falling from the sky
- any items with behavior that interacts with the missing hazards (only the shield is in there with any behavior, which simply nullifies the arrow damage).
- any sound effects or music
- any animation other than what can be done with particle effects
- any artwork other than the placeholder concept sketches and primitives-based models
- any end goal for the level run (the player will stop in front of a beautiful white cube
In retrospect, my biggest hindrance is in the art department (as is the case for many folks, I would guess). I’m fairly comfortable artistically, but I’m out of practice with anything but a pen and paper and easily distracted all over the place. I spent way to much time tweaking particle effects for lava ash and god-rays for item delivery and not enough time producing quality assets or features. I’m unfamiliar with sprite animation in Unity that doesn’t rely on the commercial SpriteManager 2 framework (which I can’t submit the source for so it’s out for any Ludum Dares). I’m unfamiliar with anything but the most basic box-modeling in 3d modeling software (which I used extensively to model my arrows, which you can’t barely see anything of and was another waste of time). I’m also fairly useless at audio output of any sort, so I was planning on pumping out something easy in WolframTones but didn’t have any time to figure out how to get the midi file playing.
All said, I had a blast. I was up way too late last night trying to get things put together and I learned a lot of little things here and there. I think I need to brush up on some of my artistic output before the next Dare so that I’m prepared for another ridiculous theme.