Epilogue - A Post-Mortem on "The Life of Phillip Morris"

Published September 30, 2014

Epilogue - A Post-Mortem




[indent=2]"That chilling moment when I have learned the truth,
[indent=2]and suddenly, my car became nothing more than a toy.
[indent=2]I had lost innocence on that day,
[indent=2]and I fought tooth and nail to get it back"


[indent=2]- Phillip Morris


About the game (SPOILERS, you have been warned!)
[spoiler]



[indent=1]"The Life of Phillip Morris" is a game developed exclusively for "the Week Of Awesome II" gamejam event (#gdnjam).

The player is prompted to play the "live" car of Phillip Morris and experience important events in Phillip's life which he isn't willing to live through himself just yet. The car is empowered by the kid with "sentience" to act on his behalf as a form of sanity shield. It helps him process through events that have been happening in his life as of late, and the car becomes the catalyst of this process by indirect cuasality (his dad gave him the car as a response to these events).

Throughout the game, the player experiences challenges (a figment of Phillip's mind) which serve as a visual representation of Phillip's struggle. The player is also confronted to a few notes that help connect the dots regarding the events that surround Phillip's life. Also beware the clutch of insanity (depicted by growing darkness) as it could leave Phillip scarred for life...


[indent=1]Ultimately, after several obstacles and a good deal of grief (projected on his teacher, miss Ferguson), Phillip comes to terms with these events and learns to deal with them headfirst, and no longer needs to believe that the car "lives" of its own accord. The player is left with an immobile car and the events that justify this game are unraveled.

[/spoiler]

What a week that was!

[indent=1]I'd like to preface this epilogue by thanking Slicer4Ever. Organizing this event was no small feat, and he's gone above and beyond to do more. Furthermore, he reached out to me so I would be part of the judge panel after I declared I wanted to participate, so I get to thank him for not winning any prizes if I make it to top 5! huh.png

More importantly perhaps, I'd like to thank everyone that has joined the competition and congratulate those of you that ended up submitting a game. Given that I was on the other side of the fence myself, I realize how tough this has been on our own lives.

Today is the "go-back-to-normal-life" day, where my soon-to-be-wife and two children realize they have me in their lives again, and I'm thankful for that. Holding your breath for so long makes you appreciate these moments even more.

But we're not here to discuss how fun it can be to spend time with family and friends, so let's go back to business shall we?


Motive

[indent=1]Up to about 2 months ago, I was developing two games. I was using Dart Language (A google language heavily influenced by C# that actually outputs as HTML5) to produce two different web-based games. One of them, a larger project that hoped to be the next 4X game, was left in indefinite hiatus, whereas the other, a smaller scope arcade game, was put on temporary hold.

For the better part of 2013 and 2014, a developer friend of mine (along with a lot of peer pressure) forced me to consider Unity as a reliable means to produce games in a timely manner. Given I wasn't entirely sure of how it compared to Dart, I was hesitant to switch gears (it's hardly ever a good idea to start the same idea from scratch with a new tech when it is said to be supposedly faster and more efficient: the sheer amount of work you've lost usually compensates for whatever gain you earn in the end). I was obviously hesitant to drop everything and move to Unity, and doing so would've been incredibly reckless.

That's about when I read about Week of Awesome II. The timing could not have been any better: On the one hand, I wanted to test Unity, yet I did not want to take huge risks. A small scale project (time-boxed to 1 week) would give me just the right feel of the engine all the while not endangering any ongoing development I had elsewhere. It sounded perfect, and was the exact thing I needed to achieve in order to get a better feel of Unity.

A week or two before the competition actually started, I browsed a few of Unity's tutorials to get a feel of how things were done in Unity. I've discussed with a few colleagues / friends about what to expect, etc. But as far as developing in Unity is concerned, I had never done anything in the editor until Day 1 (for me, Sept 22 evening).

While my primary objective was to test out Unity before migrating my projects, I had another secondary goal, one I did not realize until much later. In 2002, I participated in an event known as the "Magnus Sequel Marathon". This was my first game jam (and it became a yearly thing afterwards but I did not participate in any subsequent edition). Therefore, WoAII was my 2nd serious game jam ever, 12 years later. Part of me wanted to compare how far I have come in the last 12 years, whether I became a better developer, etc. I was seeking some form of feedback to confirm that I had grown in experience.

I won't show you what my Magnus game looked like (although, googling it up this morning, it seems I've managed to find a dusty copy on one of the old OHRRPGCE repositories!), but I can safely say it looked like what any first game should look like: absolutely fugly. The scenario was pretty random, and the last level was thrown together by lack of time. Essentially, it was a crappy game hardly deserving to be in that competition.

Part of me wanted to right this wrong, and deliver something that felt right: a game that at least deserved to be entered and looked like it had a complete arc working as intended. These are the two main reasons why I chose to join, and also why I wanted to be a one-man-team.
[indent=1]That's also why I went ahead and did everything from scratch (art, sound, music, design and programming).

What went right

[indent=1]Unity - Editor

[indent=2]Unity is a powerful engine. It is an editor. I wasn't particularly fond of the concept of editor (I like to control everything by code if possible), but there's an undeniable advantage in dealing with visual elements and setting properties independently from code.
[indent=2]Given my previous experience of editors was Visual Basic, I wasn't too keen on using Unity at first, but the prefabs are used in such a way that allowed me a lot of freedom and I'm grateful for that.


[indent=1]Unity - Physics

[indent=2]Coming in, I knew I had to do a physics-based game. Everyone I know praised how effective they were, especially at getting prototypes out of the door. Without minimizing the effort I've put into this game, let's just say that without the built-in physics (thank you rigidbody!) I wouldn't have delivered half of what I did. It allowed me to quickly pitch together an idea and run from there.


[indent=1]Development Process / Inception

[indent=2]I started by laying the foundations for a top-down game movement. This was my very first task in this project, and it went a long way. As soon as I had basic movements into place, I had something I could reliably test and build upon. I've always prioritized the Minimum Viable Product, which insured that by Day 5 I had a complete game flow, and 2 days to add wish list items. It was amazing as it allowed me to focus more on adding quality into the game (which is a big morale boost) and dwell less on the fear of not completing the project (as I'm sure others have had a hard time dealing with).
[indent=2]Prioritization is something I've undeniably have learned from my time in the industry and I'm grateful for that.


[indent=1]Test soon, Test often

[indent=2]Another thing I've learned from my earlier days in the industry (once upon a time, when I was a QA) is to test often and test as soon as possible. This allowed me to validate whether there was anything fun about what I was doing instead of falling into production-silo-mode.


[indent=1]Theme

[indent=2]I really appreciated the theme because this is something I would've never done on my own and is entirely out of my comfort zone and areas of interest for the most part. Following in that trend, I chose a type of gameplay I also tend to dislike (Racing Games) and decided to take my stab at it: if I can find the fun in something I generally don't like, then perhaps that means I've made something original enough.

[indent=2]I ended up making a single player racing game (which really goes to show how weird my concept is) based around a linear progression reminiscent of platformers. There's even a boss! I doubt there are a lot of racing games boasting this feature set!
[indent=2]At least, survival is time-limited (depicted by how light seems to eat away at the world).

[indent=2]I felt this was some kind of top-down design that really suited the theme in the end. I was also careful to be subtle with it as much as possible (I had put "blood" in the game originally and decided to remove it afterwards to insure I didn't strike at my fragile equilibrium with regards to the very fragile theme).

[indent=2]Overall, despite a very slow design process, I feel I was very inspired by the theme (especially how I'd break apart the wording of the theme and put it back together into something that made sense to me). I like how I've ended the game from a flavor standpoint; I think the game conveys the message very well.


[indent=1]Time and Support

[indent=2]I tend to consider myself a busy person. I have a wife and two kids, a demanding day job, my own business (mostly consulting) and I also have my own game development projects. Choosing to put everything in limbo while I was participating to this event was really reality-bending.

[indent=2]However, because of the strong support from my family, and a sheer amount of luck, I was able to sink more hours into this than I had thought possible (though, mind you, sleep suffered quite a bit starting on day 1!).

[indent=2]Also, as I pointed out in public threads, I had mistakenly assumed the competition would last 5 days, which meant I would've liked to have everything nailed down after 3 days. I initially scoped for a much more simplistic game, and it allowed me some extra room to expand on the mechanics as soon as I found out the 'extra time' I had.

[indent=2]That being said, though I had a lot of time, I did not read about the theme until 3/4 into day 1, but still managed to turn up a reasonable idea by then.


[indent=1]Blogs

[indent=2]The interaction amongst participants, particulaly through gamedev journals, was awesome. We really felt like this was a friendly competition and that we were all in for the fun of delivery a game at the end. That was awesome and very motivating. It was good knowing other people were having a tough time too, not just me. When developing on my own, I don't get that kind of support from other indies nearly as often as I'd like. It happens, but you need to look for it (go out for a beer where other devs might lurk, tweet about it). The problem in other circumstances is that the feedback is not immediate, and you can't capitalize on the boost it gives.
[indent=2]I used journals before, but never quite like this. I'm pretty sure I'll do a more thorough usage from here on.


What went wrong

[indent=1]MonoDevelop

[indent=2]Up until 7 days ago, MonoDevelop rants were part of the subculture around me, and I always figured these were just casual small-talk amongst programmers that sought to "belong" to the same elitist crew by sharing personal experiences. Little did I know how bad of a code editor this could be. In fact, little did I know that a code editor COULD be bad until I saw MonoDevelop. It made me look back at all of the editors I've used in the past (namely Dart's, Visual Basic's, Eclypse's and even notepad++) in awe.
[indent=2]I'll say this again: MonoDevelop is the devil incarnate.

[indent=2]Now, to be fair, most people complain about it's user-friendliness, but I'm used to very raw tools, so I will only complain about 3 very specific issues:

[indent=3]On 17 separate occasions during day 1, I saved a script in MonoDevelop, and it did NOT compile back to Unity (for some strange reason), leading me to believe my code was flawed when I knew for a fact that it wasn't. Problem is, I was learning a new tech: when learning something new, always assume the problem origins from your noobness (NOT the editor!). This has resulted in me losing over 3 hours attempting to fix physics/trigonometry issues that simply didn't exist. GRRRRR!
[indent=3]Worst yet, the only fix was to close and reopen Unity!

[indent=3]When double-clicking a script in Unity, MonoDevelop will open, but that script won't necessarily have focus. Though not extremely damaging, this HAS led to a few important mistakes on my part. For example, I double-clicked my carControl Script simply to add 2 public variables at the top to make them accessible from the editor for fine-tuning, but ended up putting them in the clock class because, well, for some reason, MonoDevelop felt I REALLY needed to see the clock at that time. Arguably, it might have been telling me to go to sleep, but I didn't quite catch that ;)

[indent=3]IntelliSense is simply terrible. I'd rather have it turned off... At some point, it wanted me to access this: object.transform.position.transform.position... for some reason, it felt like it was a good thing to access a transform's position's transform! (and we all know that makes perfect sense).

[indent=2]So, put simply, MonoDevelop is one of the biggest time wasters I've faced during this project. I will investigate whether there's any way to modify this, but I suspect there isn't.


[indent=1]Choosing 2d over 3d

[indent=2]Rookie mistake here... On day one, I started using 2D physics based on my theme (see below for more info on why) but the prototype differed from that theme very quickly. I never stopped to consider or refactor after figuring out it was going to be a top-down racing game. Additionally, I never imagined I would need the 3rd dimension in a car game... that is, until day 2, when I realized I was going to have HOLES in the game

[indent=2]On day 2, I ended up starting to code my own abstract reference to a third dimension, a piece of crappy logic I've looked at with disdain ever since, especially when looking at the top-right of my Unity editor where each object's Z coordinate shows up (but somehow, in my game, it is only used for draw order!) I knew then I could've started from scratch to leverage the 3rd axis, but I was afraid of the amount of work lost doing so, choosing instead to limit my usage of the third dimension.

[indent=2]The end result is that the collisions in my game are heavily flawed: the car doesn't necessarily looks like it's falling at the right place.
[indent=2]I've also had to do a lot of custom work unnecessarily.
[indent=2]More importantly though, I've had to scratch a wish list feature I really wanted to develop that would've been very easy in 3d: I wanted the player to be able to push collision objects into the "holes" and use them to reach optional areas (extra save points for example). This was a neat mechanic which I felt really added to the game, but was simply unsustainable with stupid hand-made 3rd dimension mechanics...


[indent=1]Unity - Level Editor

[indent=2]There's a lot good to be said of Unity as an engine, but the level (scene) editor isn't great. Lining up the floor was a pain because of the pixel to ratio (somehow turning a 200X200 sprite into 20.75 X 20.75, because, well, dividing by 10 was too hardcore?). Granted, I could've shifted the pixel to ratio, but I found out about actual in-game measurements too late for this. I wish it had a 1:1 ratio by default.

[indent=2]At certain points, I felt like I should have made the level in Tiled, as I had initially decided, and looking back now, I think it would've been a wiser idea, especially for a larger scope game.

[indent=1]
Theme

[indent=2]For those that have read my original blog posts on the project, this shouldn't come as a surprise:

[indent=2]On the one hand, it wasn't a theme I would've picked. Mind you, I'm not saying the theme was bad, but it didn't play into my strengths, and to a degree, I would've liked to do something more along the lines of what I "like". That being said, once the theme was out, I came up with a complex idea of what I wanted my game to be like: a top-down roguelike where a person interacts with the environment to explore his own insanity and escape: toys would start moving, etc. That was a cool concept...

[indent=2]But it turned out I went a totally different way with my prototype. After implementing the controls for what felt more like a racing game, I realized I would have a tough time reconciling my original idea with the prototype I was building. Though the end-result is an original blend, and that it might make for a better game, I feel like I went close to disaster by miscommunicating my intentions in the original prototype and this is something I'm a bit concerned with. Regardless of the positive outcome, I feel I should do a better job at following my own plan in the future.


[indent=1]Art

[indent=2]I am no artist, and if you've played my game, you should now be convinced of this. I don't draw well. For the most part, I've managed to keep working with my strengths and avoid my weaknesses, but ultimately, I didn't have a choice but to do art.
[indent=2]While I think most of the objects are decent (the style I went for allowed me to be extremely minimalist and play with outlines/gradients a lot), I feel that I can't draw characters.

[indent=2]I had to resort to making the boss a damn "ball" (which is something I absolutely loathe in games! damn eye-shaped cloned bosses!). I really wanted to introduce at least another toy ("the toyS are alive"), possibly a teddy bear, but I couldn't pull it off, especially on the last day. So I went with a temporary visual for the boss and it stuck there to the end. It looks ok, but it's not what I wanted.

[indent=2]There are several ways in which my artistic abilities have limited the scope of this game. I felt I had to make a lot of decisions based around what I was able to do from an art standpoint, instead of reaching for the sky. Possibly, having a strong artistic partner could've helped with that, but because of my original goals, I really wanted to complete this on my own.


[indent=1]Sounds

[indent=2]I'm generally good with sounds. For starters, I've been playing music since age 5, and have learned a variety of instruments. I was also part of the MOD community in the late 90s (using primarily Impulse Tracker during my peak) and had a few bands afterwards (one of which actually went all the way to record a demo). I've always scored my own games, and took pleasure in doing so.

[indent=2]The last few years, my apetite for music has calmed down, due to the necessity of life. I had to prioritize the things I really wanted to do (family/friends + making games) over other activities I could no longer dedicate myself to, short of time. Music sure took a lot of axing, and though I did get to play occasionally, and compose a few songs here and there, it was mostly absent.

[indent=2]I did manage to put something together (a .mid file) but I didn't have a lot of time to dedicate to this, leaving me short for SFX.
[indent=2]Another contestant (0sok) suggested using JFXR which produced decent results for me in a timely manner.

[indent=2]Overall, I think I've let the audio part down a lot (there's no song for the actual game, just a victory one) and all of the sfx are very simplistic designs which sound a lot less polished than the rest of the game.


Closing words (and a full walkthrough!)

[indent=1]All in all, I had a serious blast. This was an exhilirating experience and it really put me in a state of flow. I'm very happy with what I've delivered (When I stop looking at all the defects I keep seeing) and I'm satisfied I decided to jump into this.

[indent=1]Before closing this article, I'd like to remain true to my word and add a full walkthrough. As some have stated, this can be a tough game to beat, and I believe the conclusion deserves to be seen by all.

[indent=1]SPOILER ALERT

[indent=1]


[indent=1]Greatest Pride: Completing a MVP on day 5.

[indent=1]Walk of Shame: Choosing to build the game using 2D Physics on Day 1.

[indent=1]Cheers!

Previous Entry Chapter 7 - Delivery!
Next Entry Results are in!
6 likes 18 comments

Comments

Comments are shown oldest first so the discussion reads top to bottom.
BlackShark33

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'

September 30, 2014 02:48 AM
Orymus3

Having so much trouble with monodev I might actually invest in VS pro.

Thanks for the tip!

September 30, 2014 03:03 AM
phil_t

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).

September 30, 2014 05:25 AM
Stormynature

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!

September 30, 2014 06:52 AM
Orymus3

Excellent post-mortem. Congratulations on your upcoming nuptials and the irony of a solo developer Vs MonoDevelop made me laugh smile.png 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 sad.png 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...

September 30, 2014 01:11 PM
Thaumaturge

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!)

September 30, 2014 04:03 PM
Orymus3

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. happy.png

(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!

September 30, 2014 04:59 PM
Thaumaturge

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. ^_^

September 30, 2014 10:54 PM
Orymus3

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 ;)

October 01, 2014 12:22 AM
phil_t

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.

October 01, 2014 12:50 AM
Orymus3

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!

October 01, 2014 03:03 AM
slicer4ever
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.
October 01, 2014 01:08 PM
Eck
Eck

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.

October 01, 2014 01:23 PM
Orymus3

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! smile.png

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? smile.png

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! smile.png

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? smile.png

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! smile.png

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? smile.png

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! smile.png

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? smile.png

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! smile.png

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? smile.png

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!

October 01, 2014 02:14 PM
Thaumaturge

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.

October 01, 2014 03:14 PM
Orymus3

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.

October 01, 2014 03:40 PM
Eck
Eck

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.

October 01, 2014 05:37 PM
Orymus3

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.

October 01, 2014 05:57 PM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!