Epilogue - A Post-Mortem
Comments
Congrats on completing your game! I like the light mechanic as a way to enforce a time limit, and thanks for the video since I found it hard to complete :-)
I also agree with your thoughts on MonoDevelop. I was cursing it the whole way through the competition (especially after having used XNA/Visual Studio prior).
Excellent post-mortem. Congratulations on your upcoming nuptials and the irony of a solo developer Vs MonoDevelop made me laugh :) Fortunately I completed your game before the walkthrough told me yay! Of course I have a leadfoot and a tendency to fall off rulers while turning :( Well Done Orymus3!
Excellent post-mortem. Congratulations on your upcoming nuptials and the irony of a solo developer Vs MonoDevelop made me laugh
Fortunately I completed your game before the walkthrough told me yay! Of course I have a leadfoot and a tendency to fall off rulers while turning
Well Done Orymus3!
Indeed, as it turns out, the "best way" to beat the game involves a lot of stop-n-go, which may be counter-intuitive for a racing game, and may be the primary obstacle.
I'm rather happy of how the last 3 segments feel however. My video run does not necessarily make a good case of this, but it's actually possible to rush all 3 without stopping from what I recall (perhaps a few stops here and there, but for the most part, doable).
Congrats on completing your game! I like the light mechanic as a way to enforce a time limit, and thanks for the video since I found it hard to complete :-)
I also agree with your thoughts on MonoDevelop. I was cursing it the whole way through the competition (especially after having used XNA/Visual Studio prior).
That rant sure deserved its place. I didn't put it as my "walk of shame", because there was hardly anything I could do about it, but it was, by far, the most problematic element in the entire production cycle. I feel like, in the coming months, it will grow into my archnemesis until I actually spend 667$ for VS Pro...
That motive for entering the competition of wanting to test out Unity makes this a particularly interesting entry for me; forgive me if I've missed it in your post-mortem, but--if I may ask--have you settled on a decision regarding Unity, then? You have points both for and against above, I believe, so where have you fallen: yea or nay?
Otherwise, this post-mortem was an enjoyable and informative read, I do believe. ^_^
(I'm looking forward to trying your game now that the archives seem to be downloading properly!)
That motive for entering the competition of wanting to test out Unity makes this a particularly interesting entry for me; forgive me if I've missed it in your post-mortem, but--if I may ask--have you settled on a decision regarding Unity, then? You have points both for and against above, I believe, so where have you fallen: yea or nay?
Otherwise, this post-mortem was an enjoyable and informative read, I do believe.
(I'm looking forward to trying your game now that the archives seem to be downloading properly!)
Interesting question :)
I believe my rant on MonoDevelop might have appeared like it could potentially outweight the gains I've made when using Unity. Truthfully though, I am in a state where I believe I could develop my Dart project from scratch in under 2 months, whereas it took me nearly a year to get this far in Dart. Despite cursing at MonoDevelop, I'd be a fool to refuse that kind of velocity boost!
Definitely a Yea for me. I've even considered starting by reviving my Dart project and bringing it close to what it was originally. Of course, that hinges on the new beta version which improved how it handles UI.
And let me know how you feel about the game once you try it!
Ah, I'm glad that Unity serves you well, then, and good luck with it! ^_^
As to the game, I really like it--the only problem that I have is that the car steers very heavily, and seems to experience very little friction to its rotation, making manoeuvring very difficult; I'll confess that, intrigued as I am by the story line, and enjoying the levels as I am, after several attempts I've somewhat given up, simply because of the steering.
Otherwise, I do believe that I agree with your thought that using a "truly" 3D approach would likely have benefited the project, albeit that I don't think that it's a terrible loss. The graphics are cute (appropriately so, I think), and I rather like the story that's parcelled out--although it does feel somewhat at odds with the gameplay, which encourages the player to keep moving--but then, that may perhaps be appropriate here.
Overall, a rather good entry, I think. ^_^
I'm a bit disappointed with that. I've done a good job at putting story elements nearby light bulbs. I feel I've done a poor job at messaging the player that these light bulbs are more than checkpoints, they also make sure your light meter is full as long as you stand on them. As a result, most (except 1 I believe) notes are in sight when in a 'safe area'. Obviously though, most if not all players moved quickly after falling in a 'flow state'.
If I had accompanied each note by more visual cues (hints) on how to beat puzzles efficiently, that might have worked.
Regardless, I'm proud of the game overall. Thanks for your comments!
Now back to judging ;)
cycle. I feel like, in the coming months, it will grow into my archnemesis until I actually spend 667$ for VS Pro...
Are you sure you need VS Pro? Unity has instructions for how to set up VS express as an external editor.
cycle. I feel like, in the coming months, it will grow into my archnemesis until I actually spend 667$ for VS Pro...
Are you sure you need VS Pro? Unity has instructions for how to set up VS express as an external editor.
Oh...
My future just got brighter. I was under the impression that...
Thanks Phil_t!
Thanks for the awesome write-up, especially the information about Unity. And thanks to phil_t for saying it can be hooked up to VS Express. Woohoo! :)
You're working on the next 4x game too I see... Our stories grow more and more similar... I was separated at birth from my parents. You don't happen to have the other half of this amulet do you? :)
It looks like your "Blogs" section is in the what went wrong, but from what you're describing it sounds like it belongs in what went right?
I think you're too tough on yourself about the graphics. I think they're good even without considering they're in a game jam. And I loved the notes and messages dolling out the story. You game has far more depth than a typical entry. Congratulations on delivering such a nice game.
Great write up Orymus3, your game was quite challenging at the end, and made me start pulling my hair out after the 20th or so attempt, but i beat it in the end! I can't believe how easy you make it look in the video.
My only concern is that the controls get in the way. I feel that a significant portion of what makes the game difficult is related to controls and that can't be a good sign. I did polish it up a lot before release, but I can't help but feel some of it is a bit counter-intuitive (such as the stop-n-go I do in the video).
Thanks for the awesome write-up, especially the information about Unity. And thanks to phil_t for saying it can be hooked up to VS Express. Woohoo!
You're working on the next 4x game too I see... Our stories grow more and more similar... I was separated at birth from my parents. You don't happen to have the other half of this amulet do you?
It looks like your "Blogs" section is in the what went wrong, but from what you're describing it sounds like it belongs in what went right?
I think you're too tough on yourself about the graphics. I think they're good even without considering they're in a game jam. And I loved the notes and messages dolling out the story. You game has far more depth than a typical entry. Congratulations on delivering such a nice game.
No problem. I did that mostly for myself to be honest. I needed to have clarity on what Unity could bring to the table.
Thanks for the awesome write-up, especially the information about Unity. And thanks to phil_t for saying it can be hooked up to VS Express. Woohoo!
You're working on the next 4x game too I see... Our stories grow more and more similar... I was separated at birth from my parents. You don't happen to have the other half of this amulet do you?
It looks like your "Blogs" section is in the what went wrong, but from what you're describing it sounds like it belongs in what went right?
I think you're too tough on yourself about the graphics. I think they're good even without considering they're in a game jam. And I loved the notes and messages dolling out the story. You game has far more depth than a typical entry. Congratulations on delivering such a nice game.
Feel free to link me up to yours ;)
Thanks for the awesome write-up, especially the information about Unity. And thanks to phil_t for saying it can be hooked up to VS Express. Woohoo!
You're working on the next 4x game too I see... Our stories grow more and more similar... I was separated at birth from my parents. You don't happen to have the other half of this amulet do you?
It looks like your "Blogs" section is in the what went wrong, but from what you're describing it sounds like it belongs in what went right?
I think you're too tough on yourself about the graphics. I think they're good even without considering they're in a game jam. And I loved the notes and messages dolling out the story. You game has far more depth than a typical entry. Congratulations on delivering such a nice game.
Funny you should mention it ;)
Thanks for the awesome write-up, especially the information about Unity. And thanks to phil_t for saying it can be hooked up to VS Express. Woohoo!
You're working on the next 4x game too I see... Our stories grow more and more similar... I was separated at birth from my parents. You don't happen to have the other half of this amulet do you?
It looks like your "Blogs" section is in the what went wrong, but from what you're describing it sounds like it belongs in what went right?
I think you're too tough on yourself about the graphics. I think they're good even without considering they're in a game jam. And I loved the notes and messages dolling out the story. You game has far more depth than a typical entry. Congratulations on delivering such a nice game.
God allmighty! You are totally right... serves me for adding it last... I need to rectify this! (EDIT: Fixed!, thanks for catching that!)
Thanks for the awesome write-up, especially the information about Unity. And thanks to phil_t for saying it can be hooked up to VS Express. Woohoo!
You're working on the next 4x game too I see... Our stories grow more and more similar... I was separated at birth from my parents. You don't happen to have the other half of this amulet do you?
It looks like your "Blogs" section is in the what went wrong, but from what you're describing it sounds like it belongs in what went right?
I think you're too tough on yourself about the graphics. I think they're good even without considering they're in a game jam. And I loved the notes and messages dolling out the story. You game has far more depth than a typical entry. Congratulations on delivering such a nice game.
I'm perfectly fine with the eraser, pencil, etc. I think it's really just the characters that posed a challenge, and drawing toys is a very complex process (gratz to your wife on this btw!) I knew I couldn't pull it off on my own so I had to change art direction on a number of gameplay assets as a result. Even the scrapped piece of paper ended up looking odd...
Thanks!
I've done a good job at putting story elements nearby light bulbs. I feel I've done a poor job at messaging the player that these light bulbs are more than checkpoints, they also make sure your light meter is full as long as you stand on them.
For myself, I did discover that; I think that the problem for me was that the game is a racing game, and since those areas were part of the level I still had the feeling that I should keep moving, even though the darkness was clearly held at bay.
Perhaps if the "note" areas had been in their own, separate little levels or areas, in which the player could wander around and interact with other elements, and without the advancing darkness--a sort of mini RPG-style "town", full of notes to read in place of NPCs and some other form of interactivity (activated simply by bumping the car into the relevant object). That way I might slip into "exploration mode", not feeling pressure to move on.
Of course, this would somewhat increase the scope of the game; there may well be better approaches. It may also be that this "problem" is peculiar to myself, rather than a common issue.
I can confirm you're not alone :) I quizzed my brother-in-law about this during development, and he read the first 2 notes and ignored the rest.
Perhaps it is as it should be, it's not necessary to read them to have a good time, and it can add to replayability I guess.
I'm perfectly fine with the eraser, pencil, etc. I think it's really just the characters that posed a challenge, and drawing toys is a very complex process (gratz to your wife on this btw!)
She says, "Awww. Thank you." :)
She's been learning some Paint.NET tricks for making images like the shield/game logo which I think turned out pretty slick. But this was her first time delving into sprite animation. She struggled with the bear and hated doing it, but eventually it turned out alright, and the robot looks pretty cool too.
The Robot is amazing, it's my favorite.
Also, Paint.net is a very powerful tool. I've used that for nearly all of the art in my game and it turned out ok.
The ability to use a simple art program that supports layer was critical for me.
Awesome project, as for MonoDevelop, I agree, it's quite a piece of work, luckily if you have the Visual studios pro, you can use that instead on windows, you can choose it from 'preferences'