An Unconventional Boat – postmortem

Posted by
April 21st, 2015 3:18 am
In game action

In game action

 

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=34964

I think next time, we would prototype more game play mechanics first.
We had an idea of what we wanted and tried variations of, until it worked – by this point though, the end was in sight and we were full steam ahead to finish everything we could.

This approach meant we had the core mechanic but no complimentary mechanics (mario with the jumping, but nothing interesting to jump on to).

Subtle effects like shaders, particles and sound effects really do make everything pop. They are the difference between a game looking flat and looking polished. I think this is something we will always strive to add to our games.

Coding was split up quite nicely, and meant one of us was always doing something – I would continue this approach in the future. Having specific jobs to do meant we didnt have to worry about other parts of game : ie I worked on the Ai while someone else was writing the base code, while some was building the shaders.

Concept art was handy to help visualize how the controls should feel and the music/atmosphere

Regardless of the things that went well or bad, I think next time we do this more planning at the outset, and sacrificing time to build crap prototypes is for the best.


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