It’s after the time, but I really wanted to add high scores, so they’re in! Let’s see who can beat me at yak-based urban demolition! As always, go to http://charitygamejam.com/ and then click the cartridge that says “YAK”.
And now, the post-mortem:
What went right:
- I chose something simple. This is by far the biggest help. I tend to want to do something fancy, with lots of procedural generation… this time, a simple game, which I had plenty of time to do.
- I used a language I was comfortable with, and which made me productive. I don’t know AS3/Flashpunk as well as I could do, but I have made things with it before, and this helped a lot.
- I found simple solutions for things. The city is a simple grid. You destroy the buildings where you land so you can’t get stuck in them. The enemies are helicopters, so I didn’t need to do any pathfinding.
- I made music, sound, and art that I’m pleased with! It’s nothing amazing, but the NES theme meant that I didn’t try and spend ages making it look and sound great, I could just make things simple.
- I added little touches as I went along. As the game was simple, I had the time to add shockwaves, tween animations, and little people who run away, which made it more fun but didn’t take that long to do.
What went wrong:
- Not a lot! I could have been more prepared sound-wise – I had no experience of musagi, or audacity, so fiddling with those took longer than it should have. But it wasn’t a problem in the end.
- I didn’t get time to add the building variety I’d hoped to. Very few of the city blocks were planned to be empty grass. I wanted tower blocks and things, but by the time I could have tried adding them, it would have meant breaking the code probably.
What I’ve learnt:
- I can actually make music that I don’t think is terrible!
- I can make a 48-hour game with a decent level of polish!
- Heinous is pronounced “Hay-nuss”.
Tags: Charity Game Jam, post-mortem, yak
I think that I beat you