PostMortem — Robot Panic

Posted by
August 31st, 2012 7:41 pm

If you haven’t yet played Robot Panic, you can find it here.


The Good:

Map graphics

The graphics on the tiles of the map looked better than had initially hoped. It was my first time using an atlas for the entire terrain, and the actual graphics turned out well as well. The character graphics are another story all together. If there i something I would change it would be to add more diversity to the tiles and textures, even more tile types, which leads me to my next point.

The Gameplay

The games has pretty much the same gameplay as most other platformers, but it meshed nicely with the theme without grinding too many gears. I now wish I had explained it better in-game, though, as a few people were confused about certain things.

The Level Design

I like the first and only (for now) level layout. The (notedly Metroid-like) layout is the part of the game that got the most compliments. Though some players didn’t always know exactly where to go, it was a very simple level with challenging puzzles. I don’t know if I made it too difficult or not, but I prefer difficult games. The level was probably my subconscious telling me that I have played too much I Wanna Be the Guy.


The Bad:

The Physics and Bugs

These are the same category because almost every bug in the game is physics related. Thinking back on it I should have relied less upon the built in physics engine and more on making my character controller do exactly what it was supposed to. Bugs are like hydras. Whenever you destroy one, two more take its place. Most notably, the worst bug in the game is the fact that the character’s responsiveness is somewhat spotty when it comes to jumping. The most annoying bug is the fact that players get stuck on walls. This bug was created in an attempt to fix a physics bug where too much force was applied when holding the move buttons and gravity had no effect on the character.

The Music

I’m happy using Moonlight Sonata, but it doesn’t fit the theme of the game. It was chosen because the game’s difficulty was bound to make people angry, and the music would calm them down. (That’s the reason I came up one to hide the fact that the music is only there because it’s public domain). If I had more time I may have composed something myself that would be more fitting to the theme.


The Ugly:

The Character Graphics

I know what’s crossing your minds, and is even still crossing mine: “Come on! An unanimated sphere? REALLY?”

The character was not originally a sphere, nor was it unanimated. It was a quite nice looking robot made by my artist, but something was wrong with the rig and it didn’t animate very well in the engine. Take a look here. In the end we counted our losses after spending a while on the problem and put in a sphere. A low-poly, unanimated sphere. If the animation had worked, the game would look so much better. Too bad.

Leave a Reply

You must be logged in to post a comment.

[cache: storing page]