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## Post-Mortem

At last, time to reflect on WoA IV.

2 weeks have gone by since completion of the project, and I was on Holidays.
For the most part, I didn't give much thought to WoA except on a few occasions where I browsed gamedev wondering where voting was at.

This morning, I received a note from Slicer which indicated the results were in.
I've awaited the judges' notes before doing some serious introspection on the project. I feel that, in many ways, it is the one moment in the Week of Awesome that has the most meaning to me.

To have independent interested parties judging your work according to criterias could be daunting, but I trust the judgment of my peers, and I've been a judge during WoA2, so I feel this is feedback that should be embraced. Besides, it has 'no real life repercussions' and I can choose to ignore feedback I would feel is misplaced (which isn't really the case to be fair). So I've been looking forward to this moment and feel I can now dissect the feedback I've been handed in comparison to my own notes and aspire to become better at my craft (isn't it the reason why we're doing this in the first place?).

What did I think?
In my epilogue, I've mentioned that, after I decided to ultimately join solo (by lack of a volunteer to partner with me), I had not expected to do any better than WoA2, but originally, long before I wasn't sure whether the stars would align for me to participate, I had intended to make top 3 this year (as early as 11 months ago, believe it or not). Now timing turned out to be a bit of a misshap and I did join quite in extremis, but it is important to note that I'm considering my efforts, results and the outcome through that lens.

I noted that I was satisfied with my coding method and the general featureset I finally decided and executed on. I was also, for the most part, satisfied with the track I rushed in record time through my basement-studio which wasn't ready for this kind of undertaking.

I did note that I handled sound feedback pretty much as I went, covering any 'event' with a sound I'd quickly make/export with JFXR and that there was no overarching plan to sound design. I also went too art-heavy for a one-man-team and quickly had to serialize the work I do, and cut back on any animation and go with quick alternatives instead.
There was also a question of design clutter, and I assume this comes with any complex idea trying to fit a week's worth of time. I applaud every competitor that stuck to a simple core ideas and just implemented more content along the way.

Ultimately everything else is comments I made regarding polish I would've liked to have done, but that wouldn't mean I didn't make a decent project, just that I didn't quite finish it. Given this is a race, this is acceptable, though unmistakably, some people have had concepts more tailored to the competition's format, and I have but the most respect for anyone with a good eye for scope and the ability to polish their gem (and score a few more points than me!).

With one day essentially lost down the drain due to quite unforeseeable circumstances (tornado/storm/power outage/trees blocking the street/water flooding the entire area), and the fact I went in solo, I'm not dissatisfied with the outcome pointswise, but this year's event had some fierce competition (2 of the top 3 games I couldn't play as they wouldn't run natively on my machine, so it's hard to tell, but 2nd position I felt was going to be the grand winner).

I did underline the fear I had that I wasn't particularly creative this year around. On WoA2, I came up with a theme-centric and consistent experience which turned out to be a racing game with a story (which is practically unheard of) and I felt some satisfaction from the concept alone.
Not this year.
There wasn't anything quite original about my game, it felt like mixing and matching elements together from different genres and making the best out of it.To an extent, it worked, but it didn't feel quite as organic or clever.

With that said, let's have a look at what the judges have said:

---Slicer4Ever---[quote]

Gameplay: 20/25
Graphics: 15/20
Theme: 18/20
Audio: 10/10
FTUE: 7/10
Particiption: 10/10
Judges: 4/5
Total: 84
Thoughts:
----
A very fun tower defense(sorta) game, it's a bit hard at first to build up your towers since the waves seem to have no time between attacks, so you are left a little bit hoping that things are laid out somewhat the way you want. The onslaught of skeletons start to get pretty real after awhile, and even with 7 or 8 maxed out defense blocks i quickly got overran. Theme is pretty solid with undead and ruins, although ruins is a tad bit of a stretch with the graphics. graphically it's pretty simple, it works, but nothing extremly impressive or anything. the controls could have had some type of ui element as well, even though i was told in the beginning what buttons do what, i kept mixing up 2 and 3 at first thinking 3 was the unearth ruins button. I do enjoy the openness of level design, and wished i had a bit of breathing room to actual design defenses, as it stands it's mostly a mad rush to get things going before being overwhelmed. as well the speed at which prometheus walks is a bit slow, and if your defense has alot of objects getting around can be difficult to repair the breaking items. This was a pretty great game though, i liked it, and think it has some more potential there.[/quote]

Gameplay appears decent. I believe, from previous attempts, this tends to be where I score higher, and I don't believe it is the case here. I knew coming in that Tower Defense games weren't for everyone, and I myself don't particularly enjoy the genre unless it is executed flawlessly and has some clever metagame at work (one of the Gemcraft series did it brilliantly, but that's extremely rare).
I was honestly expecting to score higher here, but I knew it was risky business, and it is quite true I built the game primarily around the evolution mechanic to score on theme and did not focus on some of the 'core game mechanics' such as pushing blocks around (don't get me wrong, it does serve the player's interests tremendously at the tactical level, but I believe most players didn't quite get that and they were not nudged in that direction by the game).

Graphics is where it hurts the most. I'm not artist, and what I can come up with tries to be consistent, but comes across as abstract. Some people are ok with it, some people hate it. Though I wasn't judged harshly here, I didn't make it to a higher position primarily because of the art, and I can pinpoint almost exactly why: none of the monsters are animated, and a lot of feedback is missing. Most of my designs are ok but don't feel like they hold together (you can't say you're looking at temple ruins unless you read the intro text). It hurts, but I was expecting it. Given I wanted a partner for this area exclusively, I feel having an helping hand could help me buy 2 points here or more the next time around.

Theme came out strong. I originally didn't give it much thought, but after delivery, I started thinking my theme wasn't as strong as I thought it was (particularly when playing other games). Yet, it feels like I wasn't judged too harshly here, so hey! Still, I feel like I need to design topdown and make more theme-centric experiences.

Audio - Entirely unexpected to be fair. I imagine I got most of my points here from composing an original track, and can't possibly fathom why I'd have it easy on the SFX, but I'll take it :)

FTUE - I was hoping this would be higher. I use a framework that's independent from most third party utils for users, and went ahead and built an in-game tutorial. I thought to myself that had to do it, but during production, I realized most of the game may fall apart if players don't understand their options,and chose to quickly put together a strategy guide of sorts for that offscreen monitor. Note sure where I've lost my points, if perhaps that this guide should've been in-game? Or that keys (1,2,3) are only referenced in the tutorial and never again (no quick menu to remind controls, etc.)

Participation - Let's be honest, I wasn't as participative this year as the last two, so I feel that it was a generous 10 here, particularly coming from Slicer as his ratings become the default for any judge that does not want to tally and measure the user's participation. That gave me 3 easy 10s overall, so it can't be dismissed.

Judges - This one's really subjective. 4/5 is fairly good, but I'd love to know how one can consistently get that final point (I don't think there's any answer to that, so best not delve on this and just try to wow!)

The first piece of feedback from Slicer relates to the game basically having no 'build-up' phase and I agree. Had I focused more on the idea of building one's defenses and especially moving the ruins around, I would've been able to quickly implement some kind of countdown to let the player know how much time they have to settle in. It would've felt less like the player was being swarmed and needed to react.
In WoA3, I did good on that front I believe by having my first enemy wave immobile and use it as a tutorial to get the player to understand what it is they need to do. With more time and a sturdier event system in place, I could've re-purposed by first wave here (one skeleton enemy) as a test (and pause further waves until it was dead).
Having a very short (and decreasing) pause between waves was to create a sense of overwhelming forces, but it also came at the cost of not allowing the place to reconfigure his forces efficiently between waves. I think it helped on the Gameplay side of the game by keeping the game action-based rather than a conventional tower-defense, but it DID play against some of the core mechanics (why have the ability to move blocks at all then?)

The game is indeed difficult. I did test 3 different play strategies throughout development, and I know the game can be beaten following three different doctrines, but as I've had very limited playtesters, I had not anticipated the game to be so effin hard. It seems like a constant in my games though (WoA2 required a walkthrough video to prove it was doable, and WoA3 was also complex, but Slicer did beat it at some point, most likely after much cursing!). I'm not sure this is a bad thing. I'm not about candy-shaped games that are just there to be beaten. I play competitively, so I feel it only natural that the games I make at aimed at this audience. You can't pick your judges, so it may not appeal to everyone :)

No surprise on the art front.

Controls reminder. Yes indeed, I need to work this into games more often: controls reminder. Quite ironically, 2 weeks before making this entry, I was working on a project and implementing a discreet semi-transparent control overlay that would appear when the user was idle. For some reason, it did not occur to me that a gamejam game would most likely need that, especially given the unlikely use of the 1,2,3 keys.

So level design felt open. True. That being said, the spawns where generated around the screen's center, almost expecting enemies from all sides.When I ultimately decided to have only enemies at the top (for timing reasons), I should've re-centered the spawns to a lower point on the map. That would've given players more notice to the enemy's progress and more room to build with.

Regarding Prometheus speed, I tend to disagree, but it's my fault my point wasn't conveyed properly. I didn't want this game to be about Prometheus fighting at the forefront, Ys-style, handling it like a boss. Prometheus is extremely strong, yes, but he's heavy and slow. That's precisely the reason why he can't take the fight on his own. I wanted to make a game where a player HAD to interface with the evolution mechanic, and that's actually how I came up with the idea of Prometheus. He wasn't a fighter in mythology, he's more of a tinkerer despite his stature and sheer strength. He could kill a man very easily, but an army? No, he'd rather teach humans how to make fire because it has more repercussions in the long run. Rebuilding Zeus' temple felt integral to this idea. He was given the chance to rebuild something that was broken to channel much stronger strength than his own, and that pits the average action player (used to do it on his own) against the strategic tower defense player (used to delegate) in what I feel is a good balanced experience. I didn't have any means of measuring it, but I felt that the low movement speed was instrumental in keeping a close to 1:1 ratio between tending the ruins and fighting the mobs/collecting the resources. It may feel off, but it was instrumental to the idea.
Was there any way to achieve the same results without impacting the controls too much? I don't know. It is true that I've sacrificed one of the 3 Cs a bit as a result of that decision, so it's worth thinking about further.

---Josh Petrie---[quote]

Gameplay: 20/25
Graphics: 18/20
Theme: 20/20
Audio: 7/10
FTUE: 8/10
Judges: 5/5

Thoughts:
It took me a few tries to sort of warm up to the strategy involved here, but when I did I had a good time trying to hold off as long as possible. Is it possible to beat? I always lost eventually. It was easy to overlook the evolution mechanics at first but they seem very critical to actually doing well; evolving a few ruins early, as well as the temple itself, really helped my longevity, so I think the theme was well-handled. I'm not sure I ever found the mechanic of moving the ruins useful, it always seemed way too slow. Occasionally it would get me stuck, sandwiched between some ruins and the oncoming skeleton horde. The audio was decent, the music track is upbeat and engaging but some of the sounds could get repetative after a while. The controls were, with the exception of occasionally getting stuck in things, responsive and well-handled. I think the game could have benefited from a more gradual introduction to the mechanics of both the upgrades and the monster types, or a bit of quick-reference UI rather than presenting it all up-front.[/quote]

Scoring-wise, not many differences except for a much stronger graphics score (it doesn't work equally to everyone's taste obviously), a much weaker audio, and a slightly higher FTUE and the full 5 pts for judges scoring!

I liked that Josh described the chronology of his 'coming into' the game. I hadn't realized how subtle the necessity for the evolution mechanic was (or more likely, how strong the urge is to use a fighting character to do the job rather than explore other mechanics). I'm glad he's figured it out, otherwise, I'd be looking at a much lower score, no doubt.
Once again here, the game's difficulty is brought in perspective. WoA3 had an easy out for this, given the player HAD to lose to see the correct ending, but not here. I wonder whether there's anything I should do for this? Aside from lowering the difficulty altogether, is there any way I could make these projects more accessible to less competitive folks, or players that don't intend on playing the game for 5+ hours.

Moving the ruins here again is symptomatic of me putting the focus on other elements. It's hard to measure the cost of option, but I'm inclined to believe the feature deserved more love. Though I'd normally say that if its not necessary, just scrap it, but that would've required some serious re-thinking the original spawn of ruins (most likely, I would've put the temple idol at the bottom, have the temple ruins in front, and then have the mundane ruins at the forefront somehow). Implementing longer pauses between waves, and a faster movement speed on these ruins could've helped a lot.

He saw my audio shortcomings :) The repetitiveness is actually a fluke on my part. Most of the sounds had multiple audio stream I used as part of an array, and randomly used one for each of them, but after a few edits, rollbacks, etc. either the audio was no longer assigned to the list, or the script was not longer returning an appropriate random within that list. Silly, I know, but I totally overlooked that. If the concern was on repetitiveness rather than overall sound design quality, I feel I've been missing a point here for no real reason beyond bad QA...

Here again, I see my aversion for 'tutorials' and my adoration of the 'first-level-tutorial' playing tricks on me. I need to work a lot more on information sequencing as it could've made the experience much better for a lot of people.

Nightcreature did provide a quick comment, but not one that's actionable, and as far as I can tell, we have none from Bacterius.

That leaves me with this assessment for this year's WoA (IV).

What I need to do again
- Decide quickly on an idea and start working (and explore the idea practically rather than theoretically)
- Use Unity (it works great for me and my process) and my usual method of developing
- Focus on gameplay + theme, they need to fit hand-in-hand, otherwise it will feel forced (Prometheus here was key to making the gameplay AND theme work together, the game wouldn't make sense without it).
-

What I need to learn to do / avoid
- Work on sequencing information and gameplay. No, a wave system doesn't do all the work. Introduce mechanics progressively!
- Find an Art partner. Like... seriously!
- Underscope by at least a day. Just in case something happens *cough*. Plus, its good to dedicate a day to polish, and another to building/QAing the final game (not do the two in the same day).
- Playtests. Find someone nearby or online to give feedback halfway through.
- Wait before implementing sound, and have a strategy in mind.
- Focus on original gameplay pattern, not hybridization
- If I make the art, I need to animate it and keep it under scope
- Add a Controls reminder (on-screen preferably, or at least in a menu modal).
- If you make a game mechanic, be sure you also develop it...
- Game difficulty, how can I keep players from getting frustrated if they're not competitive and I insist on making a hard game?
- Always have audio arrays instead of single sounds when they're expected to play a lot. Consider grouping or removing the sound altogether unless it is critical.

Congrats to the winners, and to everyone that ended up delivering a game.

## Epilogue

I've taken the time to reflect on the competition now and decided to do a short pre-post-mortem (as I do intend on revisiting after seeing comments from the judges).

Why did I join?
Bluntly put, I wasn't supposed to, but at the last minute, my schedule opened up for that very week. I'm an avid fan of this event, and had participated twice before (WoA2 and WoA3).
That being said, I had a reason to join these events, whereas this time around, it appears I only joined because it was convenient. Uh oh...

My expectations?
I didn't expect much this year. I did well on WoA2, and didn't have much time to contribute coming in WoA3 making it a rough attempt. For WoA4, I wasn't sure how much time I'd be able to contribute, and whether I'd find a partner. Given I had to go solo ultimately, I figured I'd probably not do any better than WoA2 so best just enjoy the ride.
I always found the idea of completing something to be fulfilling, even if its just a 'crappy game'. A lot of my modern job description revolves around management, so its always good to finally get back to creating something.
This it was my intent to set aside some time to make something from scratch, but I didn't necessarily have the competition in mind.

The themes?
The themes were fertile ground, but perhaps too fertile. After a few minutes of looking at them (late on Day 1 actually), a lot of thoughts came rushing in, and I realized nearly every game could fit these themes in one way or another. In order to remain focused, I chose to impose an additional restriction on myself: try to use all 4.

What went well

• Overall, my skill level with unity has dramatically improved the past year, and it showed. Though I didn't get around to 'show-off' my 'mad animator skills' I was quickly able to establish a near 'component-based' architecture which allowed me to put the game together.
• I also think the song came out alright. It is definitely not in rhythm which makes me cringe every time I hear it, but it is probably the best I could do for a song given the time allotted (during which I was actually available).

What went wrong

• Too many sounds. I quickly reached a point where having too much feedback started to clutter the sound channel and had to actually scrap some of the SFX I had created in favor of a cleaner game. The impact of this can be felt throughout the game (ruins not emitting sounds when firing their projectiles for example) and would've required more thinking. My usual mindset in gamejam mode is to do now and think later, and it showed.
• Too much art. I'm not an artist and I didn't have a partner to share this burden. Unfortunately, my concept would've worked best with an animated enemy, another animated character for the player, and a bunch of FX I didn't have time to make. I quickly chose not to do most of the visual artwork, and got stuck with my original placeholders.
• Bonepiles didn't work at first. I wasn't sure how to incorporate them properly as I really wanted to give a reason to the player to go at the forefront. Originally, the player was to be able to die in combat, which made the risk-reward fork of going for bonepiles all the more treacherous. The feature, in many ways, was added simply because it made sense that a skeleton would drop bones, and I went from there, but it took some time before it started making sense and actually shaping up the game's economy.
• Missing GPI behavior. I wanted to have one of the Ruins be able to draw the bonepiles slowly and collect them in a given radius. That feature got axed based on priorities, but in hindsight, I believe it would've provided the player with some more meaningful choices.
• Ruin types. It took a while before I settled on 3 different ruin types, and it was conveyed by the design, which most likely makes it confusing to the actual player. I've tried to make it easier to read by providing 3 unique shapes to work from, but though I believe it worked in helping identify all 3 types, I fear it may have limited my artistic capability to deliver on the 'form meets purpose' for the actual ruin states. color swaps are hardly an indicator of what does what and so I had to put together a quick guide which unmistakably should've been in-game.
• Songs 2 and 3. I wanted to have 2 additional (short) loops) for the main menu and the lose screen. Unfortunately didn't have time to put that together given how long I had already spent towards getting that one song into the game.
• Killcount. I wasn't sure I had a metric by which I could judge the player. The intent was to use this for the Lose and Victory screen (and originally, there wasn't an actual boss, and the game had a system where an infinity of waves could be fought). After realizing none of the metrics would really matter (time and kill count both being finite measures of the wave the player is actually in) I ultimately chose to add an ending to the game (the boss) and keep the end of game screens simple.
• Missing SFX / Screen Transitions / FX - There's a lot I would've liked to polish (fade to white before victory screen, victory jingly) but ultimately had to prioritize areas of the game where people would spent the most time (playing). I had justly anticipated that a limited amount of players/judges would make it to the end, so it was best to shift my focus to the game itself.
• Design clutter. Some of the gameplay mechanics are not necessarily apparent at first, and may not be required to win the game, making them somewhat irrelevant. The ability to push around ruins was the point from which I started to get this concept started, but by the time the concept was completed, the idea may not have made as much sense. I haven't noticed that until the very end, at which time it wouldn't make sense to change it altogether. I'm on the fence on whether this is an 'intriguing little extra' or 'an annoying part of the game that wasn't necessary'.
• Most importantly, losing an entire day to a tornado / power outage combo. This was crazy. My next door neighbor had their old 60+ years old tree cut the street in half, and they were far from being the only ones. My entire area was cutoff from the rest of the world for more than 8 hours (the cops even had trouble getting in). The bottom line is that, I was on-time until then, and afterwards, realized I was a day short and had to make some very difficult decisions regarding what would go in or not (and exactly how much sleep I'd get).

Overall, I'm somewhat satisfied with the entry given the time I had to invest.
Of the 16 hours (roughly) I ended up working on this, I spent approximately:

• 5h - Art (character static, skeleton static, skeleton color swaps, ruins bases, ruins cracks, ruins color swaps, projectiles, etc.)
• 2h - UI implementation (including custom 9-slice)
• 3h - Prototyping gameplay (some of which reusable)
• 3h - Strengthening the systems (refactor, making things more modular or easier to configure)
• 2h - Polish
• 1h - Bugfix

Outcome
That being said, this year's edition leaves me with a sour taste. Not one directly related to the competition itself, mind you, but rather, an observation that disappoints me.

When I first joined for WoA2, I was amazed by my ability to find a solution that was on-theme and felt like a complete and theme-centric experience. It was the kind of game that would most likely not exist outside of this competition.
To a degree, though rushed, I also felt like my entry for WoA3 worked well. Both of these entries were holistic entities that embodied and embraced the theme. Neither were established gameplay patterns (particularly not WoA3's!) and they felt refreshing.

My entry for WoA4 is basically a Tower Defense with a twist. I was expecting more from me, and didn't realize until later how uninspired this concept was. If anything, WoA4 made me realize that I may not be particularly creative. I tend to execute well, but don't necessarily find inspiring and original ideas easily. Rather than bleed through this process as per WoA2/WoA3 I may have chosen to go a simpler road, one that's not as inspiring or creative, and this is something that concerns me and that will unmistakably require further introspection.

The game that almost was...
Now, to leave the reader on a more positive note, I'd like to share a few thoughts on what my entry could've been had things been slightly different (note that all of these were considered during the development of this game):

• Have some enemies enter from the sides or the bottom. This is a thought I had around Day 2 or 3 when I started considering how to make the game less repetitive. Unfortunately, but then, the projectiles and enemy core AI had already been established and would've required a hefty refactor. I chose to continue adding value instead of tweaking things, and left the item on my secret to-do list (the one I didn't mention on my earlier journal posts as they were quite unlikely to get done).
• A strict tower-defense. Early on Day 1, I briefly considered a concept where there would be no Prometheus but quickly turned away from this as I felt it wouldn't be of any interest as there are already so many tower defenses out there. That being said, 'towers' would've been moveable even in this concept as it was core to the ruins I wanted to establish.
• Ruins (rubble) could only be pushed before being evolved to any other state. From a top-down standpoint, it made sense for rubble to be pushable whereas repaired/constructed ruins would necessarily be idle. That changed for gameplay reasons and to keep the concept as simple as possible (it wasn't any simpler to go either way from a tech standpoint). Another idea I toyed with here is to have the ruins pushable until they would touch other pieces, at which point they would interlock, but I felt it was a bit too punishing and ultimately decided on the 'free-form'.
• The 'Shades' (enemies made of smoke) were meant to convey the light theme. I toyed with a solution that would make the entire game generate its own light and have the shades 'swallow the light', but it quickly became apparent that such a solution would require more time than I had to give, and would endanger my delivery. I shelved the idea for now, but am currently looking into ways of making it work. I knew that foregoing this idea would also nullify my ability to hit the 'light' theme as the Shades are incomplete in their current form.
• Perhaps a bit more cosmetic, I briefly considered having different powers associated directly with the 'cracks' state of a GPI, instead of having the current model where each ruin has different stages, and each stage has its own 'destruction level'. When looking at it in-game, I realize it looks a bit weird, but I felt it was necessary to convey the addition of new abilities, but overall, it now feels a bit clumsy.
• Before settling on the 'mega shade' ending, I considered adding enemy ruins that would get unearthed and have a textbox explain that Hades was sending pieces of its Temple to fight off Zeus (time to make a stand!). Unfortunately, for reasons discussed earlier, the requirement to doing this was unsustainable from a logic standpoint. I also felt it was a bit cheesy yet...
• ... I also considered a 1v1 variant of the game where two players would reconstruct their own temples and wage war. The ruins I had envisioned were a bit different (the straight shooter would've been there, along with a Golem ruin which, once evolved, would walk in is lane and seek to attack is enemy). I felt it gave a light 'Plant vs Zombie' feel and could've worked as a game, but because judges weren't expected to have another player at the ready, I felt the inclusion of a complex AI would've been too consuming and would've negatively affected the rest of the game. Still worth exploring though!
• There would've been an Actraiser ball!

## Day 7 - Learning to 'Man Up'

So I'm done whining about the day I may have lost to a thunderstorm/tornado combo attack. Instead, I chose to actually get stuff done today.

My original list for the day was quite extensive, and I've had to make a number of quick-decisions to insure I'd get the most value done on-time for release time (for which my last submission must've been 15 minutes prior to cutoff or something).

My original work list was:
[color=rgb(40,40,40)][font=arial]

## - Fix levels

[/font][/font][/color]
The levels up to then had been placeholder. I spent at least an hour tweaking monsters and waves up to getting something 'decent' in place. A lot of it appears wildly random, but most of it is actually controlled. I would've like to pace the experience a bit better and rely less on swarms, but I feel it works well. I had originally 40 waves, and decided to drop it to 30 because of the lack of monster variety I had at my disposal, and simply because I didn't want it to be the game only the dev can beat (again... *sigh*)
[color=rgb(40,40,40)][font=arial]

## - Torch feature ("3")

[/font][/font][/color]

I was almost certain I wouldn't get around to developing this feature, but managed to actually do so. It is veeery optional, but it is a good means to compensate poor positioning in the late game as there is one enemy type that can be pretty tough to beat without it or a specific (and well placed) ruin evolution. Though I feel the game has some depth,and that this feature plays against it, my intent was to insure a majority of people would be able to complete the game in the end.
[color=rgb(40,40,40)][font=arial]

## - Simplify tutorial (too much text) and quicken the pace

[/font][/font][/color]

The pace was quickened quite a bit, but more importantly, the actual 'tutorial' part is skipped on any retry now, which is a huuuuuge improvement. ArThor had given my previous build a spin, and though he did not explicitly voiced it, I feel he must've endured hell waiting for these textboxes to finish (much like starting a new JRPG!).
There wasn't all that much to simplify in the end, but I took the time to reword and reorganize the information a bit better. I even managed to trim one box out of the lot.

[color=rgb(40,40,40)][font=arial]

## - Streamline explanation for the 3 types of ruins (Ruins, Temple Ruins and Idol) in such a way that people understand why each is important.

[/font][/font][/color]
I've done this in the tutorial, but I've also included a quick play guide along with the final build so that people can have a look and see for themselves. It also doubles up as a great 2nd screen info to have.
[color=rgb(40,40,40)][font=arial]

## - Fix the cheat (I intended on having this cheat be usable for retries)

[/font][/font][/color]

That was a big time sunk, jumping from class to class, function to function until I simply saw something I tried to hack into a hack...if(!cheatUsed){Actually do stuff here which means it won't be done if you DID use the cheat right?!}
Yeah... I'm sure I felt I was cleverly debugging something when I did that more than 24 hours ago, but it had me puzzled for quite a bit... dirty gamejam tricks.

[color=rgb(40,40,40)][font=arial]

## - Remove the 'worker' component from Idol. It leads to some abuse in the intro

[/font][/font][/color]
Easy fix. I DID build my units as a collection of standalone scripts, so it was as easy as remove it from the prefab altogether. Simple & elegant.
[color=rgb(40,40,40)][font=arial]

## - Fix Monster color swaps

[/font][/font][/color]

My wife wouldn't allow me to work on this during the day but I found a way! I had my daughter pick the colors for me, and there goes 15 minutes of editing done before my final sprint ;)
[color=rgb(40,40,40)][font=arial]

## - Determine whether the Idol should be move-able or not (possibly revise where it spawns too)

[/font][/font][/color]

I fixed that (I think?)
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## - Modify the Ranged attacker's AI

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I wanted to do something fancy with the X axis and something different with the Y axis, but ultimately, time was lacking, so I settled on a slower movement speed to keep them in the back rows and far from the ruins' ammunition for as long as possible. It ended up making the stage-2 archer quite powerful, so I consider this 'somewhat done'.
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## - Add an Audio mute/unmute button

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I didn't have that in my previous entries, and it hurt big time, so I added this today. Once again, my decision to refactor sounds on day 4 (or 5?) really paid off at it took just a few minutes to implement (more of it debugging the UI states actually).
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## - AddFX to evolution and devolution (particle effects)

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I couldn't get this done on-time. Had to prioritize a lot over this, and I feel like this is missing from the pot (and could've been a relatively quick change too) but I wouldn't have traded anything I DID do against this.
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## - Actraiser ball? (one can always dream...)

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It was my big idea now, wasn't it? Well it did not make it in, but I've chosen to invest more time into the game and less into the introduction (it was already long enough and I felt it would further drag things than to add additional delay). Plus, players will get to see the intro perhaps a few times, but it will still only last less than 1 minute, whereas they might player the game for an hour!
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## - Joystick support (eh)

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DONE! Once again, the way I handle Input helped here. Keyboard and Joystick have different input specs though, and it shows in-game, but not in a game-breaking way. It would've been easy to fix, but I had other features that needed to be attended to.
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## - Scoring?

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No. No scoring. Nor did I see the point for it in the end...
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## - Fix an issue with homing balls that seek to shoot at Shades (and they simply can't)

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Fixed.
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## - Fix enemy Swords and Bows collision boxes

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Not fixed. I bet you can still reproduce this issue if you know where to look, but when you're surrounded by 30 skeletons, I doubt you'll notice.
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## - Add a GPI that can draw bonepiles and collect them in lieu of the player.

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That was a wishlist and did not make it in, sadly. I did, however, increase the bonepile decay period to be more permissive.
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## *Address any major feedback I might get from the build!

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## ArThor, which is the only person that has tested it prior to release, mentioned slow tutorial, so I tried to optimize it. Furthermore, I've supported the Escape cheat code and it now works properly. Hopefully I've decreased the level of frustration associated with this.

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A few more things I ended up doing...
- Fixed an issue that caused ruins that fired balls to target something in the distant void on occasion (I'm not sure what was causing it though, and it was a low reproduction rate, NOT caused by losing their target object's instance).
- Make a quick guide to better explain what each ruin does, and what their evolution stages are

- Prevented ranged attackers (ruins) from firing when there are no valid targets
- General debugging (it got worse before it got better, trust me!)
- Uncovered an issue that would crash the game only in standalone (.exe). This was due to a null reference, but it wasn't breaking in the editor, so it took a bit of testing to confirm and fix properly. It should no longer close the game unexpectedly now!

That's it.

I'll do a post-mortem at some point, but most likely only after the results come back.

# Orymus' Prometheus (a 'The Week of Awesome IV' gamejam entry)

Recommended specs
Resolution 1920 X 1080 (not windowed).
Most high res 16:9 should work, but anything freeform or windowed will likely fail (UI-wise).

Credits
All work produced by me (including the recording of the musical track and SFX // the creation of all visual assets).

Instructions (to the judges and potential players)
I have included GameGuide1.png in the archive.
If playing from a 2-monitor setup, I would recommend having it up on the 'other monitor' as it is a quick-guide reminder of the evolution stages for each of the Ruins.

Themes
I believe we are to be judged only for two of the themes (regardless of how many we ended up using).
The four themes were included in this game (Shadows, Evolution, Undead and Ruin) but I believe this entry shines through Evolution and Ruins best.
Though there a lot of Undeads, they are not used in an original way here, and the introduction of the Shadow vs Light mechanic may be a bit too subtle though it leads to what I feel is an interesting twist about mid-way through the game.

Hopefully you've enjoyed this entry!

## Day 6 - Where grown men break...

We're running to the finish line here, and there's still so much to do...
I've managed to put together a version for anyone generous enough to give it a spin!
Game Demo

Known issues:
- Always run a 16x9 resolution for this build.
- Do NOT used the escape cheat. It worked for everything up until I implemented the end of game (the game will still work properly, but killing the boss won't lead to the victory if used...)
- Some of the instructions in the tutorial may appear misleading currently.
- The Torch feature ("3") is not present.
- Monsters color swaps had an issue and all show up as their own color...

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## - Victory and Defeat screens or dialogue -- I have a Victory screen! (however bland...)

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## - Ball of light for the intro -- Yeah.. eh... it ain't gonna happen at this point.

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## - SHADES (enemy type) -- All taken care of (finally).

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## - Light/Torch mechanic -- Mechanic is in place for GPIs, but not for the character. I think I could do without if needed, but it might give some issues to people when faced with certain waves...

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## - Additional Ruin stages -- Arted AND functional. Finally... Been tweaking the stats to make them work, but time is lacking, so I'll have to let it slide...

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## - FX (particle effects) -- Still missing something for the evolution and devolution steps. I like the visual that lead me there, but I'm just missing that 'omph'.

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## - Gamepad support -- Doubt I'll have much time for this...

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## - Spawner now works properly, with placeholder waves at that and one that leads to the victory screen. Still need some level design work, but it's not going to happen overnight.

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## - Block player from exiting level! - Fixed. Could be a problem in some resolutions though...

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## Things I'd like to get done before final delivery:

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## - Fix levels

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## - Torch feature ("3")

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## - Simplify tutorial (too much text) and quicken the pace

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## - Streamline explanation for the 3 types of ruins (Ruins, Temple Ruins and Idol) in such a way that people understand why each is important.

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## - Fix the cheat (I intended on having this cheat be usable for retries)

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## - Remove the 'worker' component from Idol. It leads to some abuse in the intro

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## - Fix Monster color swaps

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## - Determine whether the Idol should be move-able or not (possibly revise where it spawns too)

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## - Modify the Ranged attacker's AI

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## - Add an Audio mute/unmute button

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## - AddFX to evolution and devolution (particle effects)

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## - Actraiser ball? (one can always dream...)

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## - Joystick support (eh)

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## - Scoring?

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## - Fix an issue with homing balls that seek to shoot at Shades (and they simply can't)

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## - Fix enemy Swords and Bows collision boxes

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## - Add a GPI that can draw bonepiles and collect them in lieu of the player.

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## *Address any major feedback I might get from the build!

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## Obviously, little of that will get done by day 7's end if any!

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## Day 5 - Sleep, where art thou?

Day 5 just ended for me.

Progress Report:[color=rgb(40,40,40)][font=arial]

## - Main Menu -- I have something, not sure if you'd call this a main menu, but it's there!

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## - Victory and Defeat screens or dialogue -- I have a defeat screen. It's a bit weird too... Still missing a congratulation screen for completing the game and might add a score to the defeat screen as well.

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## - Ball of light for the intro -- I keep post-poning this one... I've polished nearly everything about the intro yet there's no ball of light yet... Depressing... I could just make a quick particle emitter prefab?

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## - Camshakes!! -- YES. They only trigger when you lose a Ruin, but I think it gives great feedback! (it only just dawned on me that it would be weird to see undeads fighting off broken ruins to death... oh well!)

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## - SHADES (enemy type) -- They exist. They don't have their proper AI yet, and I'm missing everything related to Light, so right now, they're invulnerable!

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## - Light/Torch mechanic -- this is missing altogether. Big chunk to tackle on Day 6 for sure!

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- Additional Ruin stages -- I didn't get around to make a lot of them work (safe for the Idol's loss condition) but I've got a lot of them art-ed which is a big plus! I was too braindead to develop new features and figured I'd give it some art time. I am pretty happy about how the Temple column ended up looking (particularly its last stage of evolution!).[color=rgb(40,40,40)][font=arial]

## - A lot of ART -- I think I covered a lot of this. I'm still missing mundane Ruin evolution stages though much fewer than before, and I have nothing yet for the Idol, which will take some time...

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## - FX (particle effects) -- Some... but not nearly as much as I should have made!

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## - Gamepad support -- Post-poned yet again.

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## + whatever I may not have in mind right now...

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## - I need to rework the Spawner logic to insure the player is presented a fun challenge. Right now, it is just a test mode, and it needs some kind of a difficulty curve and dispatch an event when the game is actually completed. Another thing for Day 6 I guess!

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## - Block player from exiting level! It's not as easy as it sounds because I do spawn things outside from the level (at the top). Could be tricky to do right unless I plan on adding different layers of collision which would really be a hassle at this point.

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## Day IV - Show me what you've got!

With Day 3 being entirely wasted (power shortage and just general hell on earth scenario), I came in Day 4 strong, knowing everything I wouldn't do would get axed from the final game build.

On Day 2 I had set myself a list of things I wanted addressed for Day 3, and all of them basically rolled over to Day 4.

What I've said I'd do

[indent=1]The Intro

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## While doing other things in Day 2, I also implemented very quickly some fade-in/fade-out mechanic for the character, anticipating the intro I was going for. Given I also wanted to shoot for some UI as early as possible, I think it is time to polish the intro and sequence this a bit. I'm thinking : quick flow with actual contextual text boxes to get started. All of the text will likely be placeholder at this point (particularly if I'm shooting for a written tutorial) but I need to put this system in place (chained dialogue, etc.) as this is still an area of the game I'm quite unsure about. If I can nail a first pass on the full intro sequence, this will be one fewer high-risk feature for the rest of the development, and I can focus on making the game more fun.

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## I most definitely did that. While I was expecting to hardcode some hacks in there to build a tutorial, it turns out I managed to create a very decent event vs messaging system (which I'm considering on reusing on my actual projects!). It didn't take too long, and the result is amazing. Let's break it down a bit further:

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## - I have a textbox system that plays like the SNES-era RPGs (where each letter appears individually with a "voice" sound.

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## - The character comes to life. I'm only missing the ball of light, but everything else seems to work properly.

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## - Series of messages (textboxes) can be a condition for the tutorial flow, allowing me to sequence things at will, and almost painlessly.

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## - The GPIs (Gameplay Ingredients) in the level were also added to this system so that I can sequence the amount of information the player sees at any given point (I wish the UI would too, so I'll look into this, given it is just a case of .enabled being set to false -> true.

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## - The text is no longer placeholder. It is a bit long right now, but it gives both story AND gameplay instructions in 16 chained messages. Not too bad...

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## - Overall, I've just lifted a lot of weight from my shoulders right there because the game got to a point where people can understand what to do by just reading the text boxes! That's a huge plus!

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## [color=rgb(40,40,40)][font=arial]

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## [color=rgb(40,40,40)][font=arial]

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## Unity makes it somewhat easy, but I think it best to implement gamepad control as early as possible if it is to be a valid game input (it will insure I get to test both with and without as I keep on devving). It sounds like a painless item to integrate today.

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## [color=rgb(40,40,40)][font=arial]

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## Which I didn't do. I did change the input keys for the different actions however, as I felt the placeholder ones I had were anything but easy to use. The player now has 3 actions, and they are accessible through 1,2 and 3. Movement is handled by the arrows, which isn't very 21st century, but hey, they are ARROWS afterall, so a kid who has never seen a computer in his life is likely to use them before the W,A,S,D keys...

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## [color=rgb(40,40,40)][font=arial]

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## Workers

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## One of the Ruin evolutions I'd like is a worker which can slowly increase the resources Prometheus acquires and becomes some kind of risk-reward upgrade to add. It is a simple script to implement, so I think it might make it in. Would likely require placeholder art...

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## [color=rgb(40,40,40)][font=arial]

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## This is the absolute last thing I implemented on that day. No art yet, and it forced me to polish some of my UI scripts, but it was well worth the effort. Though my test "waves" are currently much too hard, it really helped me define the game economy and it works (risking 10 bones to get 1 bone per in-game tick takes 10 ticks to pay for itself, during which it needs to be kept alive, making it a highly desirable option, but likely letting your perimeter defense break as a result).

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## [color=rgb(40,40,40)][font=arial]

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## UI - Resources

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## Currently missing is an overlay that indicates just how many resources I have. I see it in the debug console, but the player won't have that luxury, so the earlier I have it up there, the better. Also goes in-line with nailing down UI for this game. Possibly implement Hero Life?

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## [color=rgb(40,40,40)][font=arial]

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## The Bones counter HUD element has been added. It worked for a bit, and then I started testing the game as an exec, in various resolutions... and learned a lot about anchors in the process. I'm still not sure I get it, but it seems to work on most conventional resolutions now. Assuming the judges have a 16:9 resolution and a decent monitor, it will work... that being said, might consider sending an early build to make sure that it does!

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## [color=rgb(40,40,40)][font=arial]

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## I'm on the fence about the Hero Life. On the one hand, I like the idea of not allowing Prometheus to just jump in the fray and kill everything, but on the other, I'm unclear whether a new lose condition is the solution... perhaps a stun? Still need to ponder this...

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## [color=rgb(40,40,40)][font=arial]

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## QUIT Button

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## I got the axe for not providing this before, and apparently people don't like the Alt-F4 option, so I'll be sure to include this one this time around!

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## [color=rgb(40,40,40)][font=arial]

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## THERE IS A QUIT BUTTON NOW! And I've tested it several times. Hopefully it doesn't break without my noticing before the end of the competition.

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## [color=rgb(40,40,40)][font=arial]

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## What I also did

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## Spawn Ruins

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## By using 50 bones, the character can now create ("unearth") ruins using the "2" action key.

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## I added this as I felt there were situations where the player could stock up on resources and yet lose some of the distant ruins in an attempt to comfort his position. 50 bones is no small cost compared to the 10 bones used for each evolution (which essentially grant as much life to the ruin) but it can see some use.

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## [color=rgb(40,40,40)][font=arial]

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## Add new Classes of Ruins

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## Up to now, the only things that would spawn were the common Ruins. The way the game works now is that, at the start, two other types of ruins will spawn (and they are finite, so best protect them well!).

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## The player gets:

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## 4 X Temple Ruins

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## These are core to the temple and have some of its magic. They have a different evolution tree than the common ruins. So far, they allow the user to raise WORKERS, but I also have plans for another yet un-developed evolution stage.

[/font][/color]

[color=rgb(40,40,40)][font=arial]

## 1 X Idol

[/font][/color]
[color=rgb(40,40,40)][font=arial]

## This represents the center of the temple, and its source of power. The Idol is the vessel through which Zeus raised Prometheus. If broken, Prometheus turns back to stone, and with it, the game ends.

[/font][/color]
[color=rgb(40,40,40)][font=arial]

## Though it gives the player another way to lose the game (and one very critical to the game concept), it will also boast the most powerful evolution stages. That being said, I didn't want for it to become the go-to ruin to upgrade and decided to space out the upgrades quite a bit to insure the investment outweighs the benefits.

[/font][/color]
[color=rgb(40,40,40)][font=arial]

## Further stages have yet to be developed for this.

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[color=rgb(40,40,40)][font=arial]

## [color=rgb(40,40,40)][font=arial]

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[color=rgb(40,40,40)][font=arial]

## FX

[/font][/color]
[color=rgb(40,40,40)][font=arial]

## Would normally have waited 'till the end to implement, but while the code was still fresh in mind, I went ahead and implemented a few FX tweaks:

[/font][/color]
[color=rgb(40,40,40)][font=arial]

## - The Bone counter in the HUD animates to a number instead of just displaying it

[/font][/color]
[color=rgb(40,40,40)][font=arial]

## - When hurt, Undeads and Ruins will color to red and then return to their normal color.

[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color]
[color=rgb(40,40,40)][font=arial]

## [color=rgb(40,40,40)][font=arial]

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[color=rgb(40,40,40)][font=arial]

## AI

[/font][/color]
[color=rgb(40,40,40)][font=arial]

## I've added a new AI for the "melee skeleton" which is a bit more vicious. Instead of moving straight from top to bottom (which was annoyingly simple) they now properly move to the closest ruin to destroy them.

[/font][/color]
[color=rgb(40,40,40)][font=arial]

## This is important because I plan on having another enemy type which will focus exclusively on unique ruins so that the player is unsure what needs the best kind of protection.

[/font][/color]
[color=rgb(40,40,40)][font=arial]

## I have yet to complete the archer's AI as well, which will basically line-up for a shot, but not seek contact to make sure it stands further from the player and emphasize the need for ruin evolutions over moving to enemies. That will however leave me with a problem for the bonepiles...

[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color]
[color=rgb(40,40,40)][font=arial]

## [color=rgb(40,40,40)][font=arial]

[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color]
[color=rgb(40,40,40)][font=arial]

## Bonepiles despawn

[/font][/color]
[color=rgb(40,40,40)][font=arial]

## The bonepiles (left after an undead dies, and which can be picked up for bones) can now despawn over time. This is a very short time at that, which reinforces the need to have Prometheus run from bonepile to bonepile and forces the player to make a choice between tending their Ruins and picking up resources.

[/font][/color]
[color=rgb(40,40,40)][font=arial]

## The despawn made me realize that the "collecting" is perhaps too important in the game right now, and likely not the most fun feature. I'm considering having the bones drawn in naturally to the idol, and be collected automatically by it. In this case, the despawn would likely be removed altogether.

[/font][/color]
[color=rgb(40,40,40)][font=arial]

## Alternatively, the Temple ruins may be evolved to a state where they have an AoE that naturally draws the bones towards them for collection. The problem I see with this approach is that, so far, I've done relatively well with the evolution system without detailing the "tech tree". Implementing such an important feature through this undocumented flow would likely generate more confusion than it would fun. I should consider making sur each Ruin evolution stage retains all properties from its predecessor, which is not currently the case.

[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color]
[color=rgb(40,40,40)][font=arial]

## [color=rgb(40,40,40)][font=arial]

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[color=rgb(40,40,40)][font=arial]

## and... Drumroll???

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[color=rgb(40,40,40)][font=arial]

## After creating the bulk of the SFX for the game (yay!) I also decided to go ahead and record a song... whaaaa-?

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[color=rgb(40,40,40)][font=arial]

## Time was short, so I couldn't get a tic track and the end-result sure suffered (it's not always on tic!!!), but given the limited amount of time I had to do it, I think it turned out ok.

[/font][/color]
[color=rgb(40,40,40)][font=arial]

## So there you have it, a fully improvised track made in my basement without most of my recording gig.

[/font][/color]
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## I recorded:

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## - Drums

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## - Guitars (X7, out of which I kept only 4 tracks)

[/font][/color]
[color=rgb(40,40,40)][font=arial]

## Then spent some time mixing and editing. Because I didn't have the proper rig in place, had to spend a lot of time trimming and cleaning noise, but a lot of it remains.

[/font][/color]
[color=rgb(40,40,40)][font=arial]

## It's not the best track, and it is very uneven, and even the mixing is quite off, but I reached a personal achievement to have my own song recorded on my own all the while making a game on my own. I can now attest that everything in this game is 100% custom me.

[/font][/color]

[color=rgb(40,40,40)][font=arial]

## What's left?

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## The short version is: a lot...

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[color=rgb(40,40,40)][font=arial]

## [color=rgb(40,40,40)][font=arial]

[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color]
[color=rgb(40,40,40)][font=arial]

## - Victory and Defeat screens or dialogue

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[color=rgb(40,40,40)][font=arial]

## - Ball of light for the intro

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## - Camshakes!!

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[color=rgb(40,40,40)][font=arial]

## [color=rgb(40,40,40)][font=arial]

[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color]
[color=rgb(40,40,40)][font=arial]

## - Light/Torch mechanic

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## [color=rgb(40,40,40)][font=arial]

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## - A lot of ART

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## - FX (particle effects)

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## [color=rgb(40,40,40)][font=arial]

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+ whatever I may not have in mind right now...

To day 5!!

## Day 3: And Thunder stuck...

Not much to say on Day 3...
A small tornado hit our area, 10 of my neighbors had large trees uprooted or broken in half... My area was unreachable by conventional transportation for the entire evening/night and power was out 10 minutes after I sat to get started and only came back in the early morning.
All I know now is that I'm running very late to get anything done and will need to consider scope very carefully...

I wish I had taken a picture (that'd be something to show here).

## Day 2 - Woa Iv Is Taking Its Toll...

[color=rgb(40,40,40)]End of Day 2 (most likely start of Day 3 for me).[/color]
[color=rgb(40,40,40)]As I'm about to get started working on the game for Day 3, I look back at Day 2. This journal entry is as much a means to communicate with fellow developers as it is an attempt at organizing my thoughts and making sense out of what I'm doing.[/color]

[color=rgb(40,40,40)]First and foremost, Day 1 started very quickly and ended the same, and in trying to do so much in so little time, I fotgot to mention the tools I was considering on using (it seems to have grown into a habit ever since WoA II, so heregoes!)[/color]
[color=rgb(40,40,40)][font=arial]- Visual Studio 2015.[/font][/color]
- Unity 5.3.3f1
- Paint.net 4.0.10
[color=rgb(40,40,40)][font=arial]- SFXR[/font][/color]
- Audacity (I may yet record Drums, Bass and Guitars for a brief impromptu?)

[color=rgb(40,40,40)]Second, I've actually kept from discussing the actual game concept on Day 1 as I figured it is the day where most people still tinker around with their idea, and in an effort to keep each entry as unique as possible, I didn't want to pollute the brain waves too much. That being said, now's the time to do so :[/color]

[color=rgb(40,40,40)]I'm shooting for some kind of a survival crossover between a shoot'em up and a tower defense. The player controls Prometheus, a Titan-turned-statue which is awakened by the Zeus to protect the world from Hades' latest scheme. To do so, he must stop the Vrykolakas invasion (the Greek concept of undeads) from reaching human settlements, and it just so happens that his statue and broken temple stand directly in the horde's path.[/color]

[color=rgb(40,40,40)]Prometheus awakens just in time to fend off the attack, but there is much to do. Prometheus is not a fighter : though impressive in both stature and strength, he couldn't possibly defeat all of them on his own, and would surely fall to the repeated onslaught of zombies. More importantly perhaps, Prometheus is a builder and tinkerer : He brought fire to mankind, and favors creation over destruction. [/color]

[color=rgb(40,40,40)]As a result, Prometheus claims what is readily available (clay, stone, and most importantly broken bones) to rebuild the Temple in such a way that it can ward off the Undeads from entering the Peloponese.[/color]
[color=rgb(40,40,40)]In his efforts to protect Greece, he will craft the Temple and draw upon the help of workers, magic and archers to keep the undeads at bay, but he's in for a nasty surprise which may only be met with fire...[/color]

[color=rgb(40,40,40)]Things I've said I'd do[/color]

[indent=1][color=rgb(40,40,40)]Evolution mechanic (tsk tsk tsk!) First Pass[/color]
[indent=1][color=rgb(40,40,40)]I actually delivered on this, and the system appears to be fully functional (with some test content). I have yet to add a number of variations to make this worth using, but overall, it works, and is already the cause of some smirks on my part.[/color]

[indent=1][color=rgb(40,40,40)]'Combat' mechanic (oh oh oh!) First Pass[/color]
[color=rgb(40,40,40)]I actually delivered on this, whatever first pass meant though...[/color]
[indent=1][color=rgb(40,40,40)]The player is oddly not very involved in the combat currently, but that's to be expected given the game tries to dissuade you from playing an active part in combat.[/color]

[indent=1][color=rgb(40,40,40)]Placeholder UI / Scene Flow (better now than 24h from completion) [/color]
[indent=1][color=rgb(40,40,40)]Which I didn't do of course... I can smell the sword of Damocles hanging above my head as I type. Unity's UI is powerful, but UI remains an evil beast that cannot be tamed. [/color]

[indent=1][color=rgb(40,40,40)]Basic sounds (just to make sure I have something in case I can't contribute more)[/color]
[color=rgb(40,40,40)]Another field where I did not deliver. I need to look into this asap, especially now that I know almost exactly all of the assets I'll need to get started.[/color]
[indent=1][color=rgb(40,40,40)]The lack of a music track is starting to be particularly concerning given the effort involved. [/color]

[indent=1][color=rgb(40,40,40)]Possibly make an asset request[/color]
[indent=1][color=rgb(40,40,40)]I did more art on my own. Took me a bit, but I'm relatively satisfied with how the blocks turned out. It helped me confirm the evolution system worked flawlessly[/color]

Things I actually did

[indent=1]Depth Sorter Script
[indent=1]One might be inclined to believe that at this point every feature counts and there's no time for these things, and they'd be right. Yet, for some strange compelling reason, while noticing how the boulders and character interacted, I was annoyed to the point of attaching a custom script to the character, enemies and GPIs so that they know when to be displayed on top or under. It is a limitation of strict 2D that I'm used to... (and no, Z depth sorting wouldn't help with this). After satisfying this urge, I went ahead and actually worked...

[indent=1]Implemented Enemy Types / Refactored Core Enemy
[indent=1]Up to now, I was coding blind like a madman. When I realized how monsters would work, I started keeping the same GameObject for each of the monsters (though separate prefabs) and simply switch the weapons they have in-hands to determine their attack pattern (can still modify their actual life, etc. through public fields in the parent object).

[indent=1]Spawner Logic
[indent=1]I created an " arbalest " which is essentially a bullet spawner which knows whether it is friendly (fires towards the UP direction, and deals damage only to enemies) or not (fires towards the DOWN direction, and deals damage to the player and ruins).
[indent=1]The same script was used for enemy weapons and ruin upgrades (evolution). I almost cried in glee! How often do you ACTUALLY get to reuse a script on two radically different concepts and have it work flawlessly on the first try?

[indent=1]Strong of this experience, I went ahead and created the spawner for the monsters and originally over-engineered. I ultimately simplified it as I wasn't exactly sure about the final level of control I'd need and decided to K.I.S.S. because YAGNI.

What I think Day 3 will be about

[indent=1]Catching up on sleep
[indent=1]I went sleep deprived at the end of Day 2 and need to earn some of this back if I'm to play the long game. Originally, Day 3 was to be my most productive day, but I've been having trouble focusing all day and I can't imagine it any differently by the time I get to sit in front of my dev setup. I definitely need to be very tactical about what I undertake...

[indent=1]The Intro
[indent=1]While doing other things in Day 2, I also implemented very quickly some fade-in/fade-out mechanic for the character, anticipating the intro I was going for. Given I also wanted to shoot for some UI as early as possible, I think it is time to polish the intro and sequence this a bit. I'm thinking : quick flow with actual contextual text boxes to get started. All of the text will likely be placeholder at this point (particularly if I'm shooting for a written tutorial) but I need to put this system in place (chained dialogue, etc.) as this is still an area of the game I'm quite unsure about. If I can nail a first pass on the full intro sequence, this will be one fewer high-risk feature for the rest of the development, and I can focus on making the game more fun.

[indent=1]Unity makes it somewhat easy, but I think it best to implement gamepad control as early as possible if it is to be a valid game input (i twill insure I get to test both with and without as I keep on devving). It sounds like a painless item to integrate today.

[indent=1]Workers
[indent=1]One of the Ruin evolutions I'd like is a worker which can slowly increase the resources Prometheus acquires and becomes some kind of risk-reward upgrade to add. It is a simple script to implement, so I think it might make it in. Would likely require placeholder art...

[indent=1]UI - Resources
[indent=1]Currently missing is an overlay that indicates just how many resources I have. I see it in the debug console, but the player won't have that luxury, so the earlier I have it up there, the better. Also goes in-line with nailing down UI for this game. Possibly implement Hero Life?

[indent=1]QUIT Button
[indent=1]I got the axe for not providing this before, and apparently people don't like the Alt-F4 option, so I'll be sure to include this one this time around!

[indent=1]If I get all of these done, I'll likely be further worsening my sleep deprivation, so I see no reason to pursue this list.

[indent=1]Now wishing all devs the best of luck (and myself a good night's sleep)!

[indent=1]- Orymus

## Day 1 - Immagonna Participate This Year?

Full disclosure here: I wasn't going to participate this year...
Timing was horrible for me, both professionally and personally.
As a matter of fact, I was approached to take jury duty this time around, and even declined doing so based off my expectations of where I'd be by the time of the competition.
And then, sometimes, Murphy leaves you alone for a bit...

Long story short, I was curious this morning when I realized the competition had just started, and I found myself with a 'bit of time on my hands'.
Wasn't too sure exactly how I'd use that time just yet, so figured I'd give the themes a look and see whether they'd inspire me.

Now creativity is a fickle mistress, and I can distinctly remember the Week of Awesome III's theme didn't speak much to me and was hard to build around. I had forgotten the branching themes and was happily surprised to see options!

If you know me at all, you know I'm afraid of the blank page syndrome. I'm also a firm believer in the 'more constraints leads to more creativity' motto.
Faced with many options, I ultimately chose to take this as a challenge: find one unifying game concept that would embody all four themes.

Unlike other years, I almost instantly found the concept I wanted to make. Truth be told, they're not all that far apart to begin with, but I like how each of them pulls my mind in a different direction.
While 'daydreaming' at work, I settled for my game concept and let it flow...

After taking care of family in the evening, I sat down for a bit and started to draw.
If you know me at all, or if you've seen either of my previous entries, you know I'm anything BUT an artist...
Luckily enough, it seems like this time around we may ask for help, so depending on where things stand, I might just ask for some help by mid-week to polish my prog-art visual!

After a bit, I started using what I had and created a new Unity project. The last couple of years using Unity sure started paying off. After a false start where I was really trying to over-engineer / do code that's much too clean to stand a chance in a gamejam environment, I went back to simple solutions and made some significant progress. What I have now is anything but playable, but looking at the missing components, I'm starting to feel like I'll be able to pull this off within the time allotted. I still have a few features that I'm unclear will fit the time I can contribute to this project, and at least one of them is an absolute must for this game to make any sense, but I'd say that the level of risk is still minimal.

Note to self: don't forget to keep a day for UI an flow... you can't half-ass this!

Without revealing too much about the game concept, here's what I ended up doing today:

1h Art
- (1) Placeholder Player Character
- (1) Placeholder GPI (with 6 light variations)
- (1) Placeholder collectible
- (1) Very placeholder game background
- (1) Somewhat placeholder enemy

2h Development
- Camera: very minimal changes to the default Unity camera. I had originally intended on going 3/4 with 2D sprites cast as textures in a 3D world, but though I'm getting a hang of this scheme, I didn't get around to implementing this as I felt I wouldn't have much time to contribute to this entry and wanted to focus on the core gameplay instead.

- Controls: simplistic player controls (movement, action) and basic interactions.

- Character: still 'static', but it responds to controls appropriately (still requires a lot of fine tuning / polish)

- GPI: Placeholder GPI that responds to input (by destroying itself...)

- Enemy: Placeholder Enemy with basic AI (which also destroys itself...)

- Collectible: Placeholder collectible with simple effect (which ultimately destroys itself as well... but it gives you something in return!)

Things I want to look into tomorrow:
- Evolution mechanic (tsk tsk tsk!) First Pass
- 'Combat' mechanic (oh oh oh!) First Pass
- Placeholder UI / Scene Flow (better now than 24h from completion)
- Basic sounds (just to make sure I have something in case I can't contribute more)
- Possibly make an asset request

Best of luck to all contestants, and hopefully everyone has fun and learns!
(I'll leave the 'why I chose to participate', etc. for the end of the competition)