
I’m pleased with how my game MISSILE RIDER turned out. I was going for a challenging control scheme with lots of room to experiment and improve, and I think that plan worked out pretty well. It does seem slightly more challenging than I expected… which I’d say is a good thing… though I haven’t been able to beat that Yir guy yet…
I used Unity and the free 2D pixel framework RagePixel, which I highly recommend for jams. It does feel a bit janky sometimes, but the speed at which you can create and animate art is fantastic. I ran into one major problem with it during the jam, which is that moving the camera around messes with the way the pixels are displayed. I wanted to be able to ride rockets in an area larger than the screen, so I spent a large portion of saturday making the world move around the player to simulate a moving camera.
I had a bad bug (might still have it, but haven’t been able to reproduce any longer) for awhile that was caused by clicking the PLAY button on the main menu screen (since removed). It called the exact same function as hitting spacebar did, but for some reason starting the game with the button messed up my camera system. Probably gonna try to stay away from Unity GUI buttons in the future… I would have discovered the cause of the issue sooner in the jam if I myself was actually using the PLAY button, but I was just hitting spacebar to start every time. Guess the lesson is to make sure to… test things… that players will do…
Not sure what’s up with the frog guy… I wanted someone to yell tips and instructions at you instead of a boring real tutorial… a frog just seemed right at the time…
Since my biggest regret is that I didn’t get time to make the clouds not look like big white turds… overall: good jam.