Satellite: A Post Mortem

Posted by
September 15th, 2014 5:27 am

My games title screen
Out of all the themes this LD, the only one I had a solid idea for was “Lost In Space.” I had even made a detailed design document with all of the controls, mechanics, level design and goals outlined. So when I found out that the theme was “Connected Worlds” I had no ideas; all I could think about was my “Lost In Space” idea. So I repurposed my idea to work with “Connected Worlds.” Basically you play as a single astronaut in a ghetto spaceship that was sent on a mission to reconnect two planets by deploying a communications satellite. These planets used to be connected by a single satellite but it broke, disconnecting these planets from each other.

I made this game in Unity in around ~35 hours.

What Went Well:
-Physics! Unity’s physics is a key part in this game!
-The Satellite controls. Deploying the satellite and manoeuvring it is very lifelike and a lot of fun.
-The Spacescapes. They are pretty awesome, if I do say so myself.
-The Satellite Model. I really like it!
What Didn’t Go Well:
-Physics. Sometimes the ship’s physics glitches and it starts spinning and flipping. This is really cool for the player inside the ship but it ruins the game.
-Textures. Why do spaceships have so many textures!
-The glass effect on the window. I needed something to make the windows look windowy. This did the job but I don’t like it very much.

Now, if you haven’t played Satellite yet you can play it here!

Satellite control

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