Hi guys, this is a post-mortem of : Must to be Invasion
For those who have not played I recommend you play, to better understand what I mean. I will cite references in the game to practical examples.
What I used:
– Unity 4.6 (2D project)
Day 22/08 – Start: 23h – Total work: 5 hours
– 3 hours of brainstorm
– 1 hour enhancement concept
– 1 hour prototype
– Sleep (4am day 23)
Day 23/08 – Start: 13h – Total labor: 16 hours
– 2 hours drive to implement player
– 3 hours collecting the web assets
– 2 pm Lunch / Dinner / Rest / Play / Chat
– Implement person 30 minutes
– 1 hours Implementing player commands (shoot, abduct)
– 30 minutes Implement cars
– 1 hours Implementing fake-physics
– 1 hours tidying bugs
– 1 hours rewriting code to be more readable
– 2 hours placing and arranging scenery animations, camera
– 2 hours writing fake-AI for helicopters
– 30 minutes implementing the helicopters
– “Breakfast” 30 minutes
– 1 hours testing and correcting bugs
– Sleep (15h day 24)
Day 24/08 – Start: 15h – Total labor: 7 hours
– 4 hours Rest / Eat / Play
– 1 hours tidying bugs
– 30 minutes implementing life cycle (person dies -> turns ghost -> abducts -> turns zombie)
– 1 hours Fixing problems in resolving
– 1 hours recreating scenario
– 1 hours and adding difficulty leaving the way I think it has to be the level
– 30 minutes implementing sound
– 2 hours doing input screen and other screens
This was my first ludumdare, but not first GameJam. So there are some things I had in mind when I decided to enter:
– Make a game that I already have in mind how to start (like platform, running, football, etc), ie, not risk on land that I have no idea where to start
– Use an engine and language (programming) I understand and used before
– The clear concept is the key
– Eat well
– Sleep well
– Know what your potential. Ex: not necessarily choose the first idea that comes to mind after seeing the theme
– Know the difference between technique and what can be done in 48h / 72h. I often fall into the trap of thinking you could do a game in so long only because I had already had done and know-how, but unfortunately time is needed, not only to produce but to fix things that do not work, improving among other aspects. Ex: Make a spaceship game
– Do a post-mortem of the game and numbering (if possible) what were the failures and what happened as planned. This also applies to personal growth
What I learned and / or should have done
– I need to learn more about other areas (art, sound). Ex: Scenario
– I need to stop spending so much time on things that will not change the player experience, or enrich the game. Ex: animation of the input screen
– Structured better the game, from beginning to end before starting. Ex: no end, and in the middle of the project I thought of putting an end, put two players
– Having planned my time better. Ex: I overslept and spent time playing and doing other things
What will never be satisfied and always will think that I have to improve (for game jams)
– Learn more about the tool
– Structure the game before you start
– Polishing, polishing and polishing. I know it’s not possible, but I feel well and is not too bad.
– Mechanics and Design Level
Do not know if this will help someone, I found it necessary to share with you what I went through.
There is a saying: what good is an education if you do not pass along?
For the last, I encourage you to write and share your post-mortem, I would love to read.
I hope I have been as thorough. I swear I blacked out many other details to spare you from them.
Comments, criticisms are welcome.
Thanks for reading this far.
Images – More images here