Chapter 4

Published September 26, 2014
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Chapter 4



I had great hopes and expectations for day 4. It turns out there was a lot of hit and miss, and I have mixed feelings about where I stand with this game in the competition:

On the one hand, I got a lot done:

- The 'Evil Eraser' is now functional (it is the second dynamic element in the game the player has to interact with), and it is a reeeal b****!

- Timer and reset now work efficiently. Initially, I wanted to have everything fade to grey as the timer advanced, but it turned out I didn't quite have the shader I needed to do that, so I ended up making the scene fade to black to give an impression of 'darkness is eating the world away'. Not as 'glamorous' as the grayscale effect would've been, but good enough. Also saves me yet again more UI!

- Fixed how the car acceleration worked (suspending acceleration when falling or while mid-air). Still needs some work, but overall, it prevents making unrealistic moves (flying?)

- Implemented a cheap method of making the car jump over chasms. On day 2, I had wished I had gone for 3D physics instead of 2D, and it's been an uphill battle ever since. Post-mortem will probably list this as my main point of concern with development of this game: I'm simulating cheap 3D physics when I could've taken them directly from Unity...

- Save / Checkpoints now work! Whenever hit, these lights restore the 'light' (read: countdown) and become the new respawn area. I've placed one in the 'tutorial' area (right at the end) and one at the end of a tougher sequence, right before the boss.


On the other hand, I've got a lot of concerns:

- It has become clear I won't be getting much more done before the end of the competition. I'm still short on sounds (and have no music), I still have a lot of issues to resolve/fix, and a lot of the mechanics require polish.

- I'm getting a feeling my game will have limited depth, and very little actual breadth. I think it won't take more than a few minutes to beat, which is very discouraging given the amount of time I've sunk into each individual component. I wish I had a better feel of when to stop devving and switching gears to actual level design. I feel like the game currently looks like a developer's test level.

- My initial concept was simply too much. I can't build the progression I had in mind to support the game from a narrative standpoint. It would require too much asset production, and I can't afford to spend much more time producing assets for the game: I need to focus on things I do better.

- I really wanted to introduce a kickass feature (my first boss!) but I've hit a few roadblocks that have made it less interesting and more time consuming. I had imagined there would be an easy way to use a particle emitter to emit particles that had actual collision, but it seems this only works well in 3D (one more reason why I should've used 3D collisions and not 2D!)


All in all, the game is taking shape, and I'm confident I'll have a full game loop and actual conclusion by the time of delivery, but I'll be leaving a lot unfinished, and some of the potential will remain latent in the final build... I'm pretty sure other contestants are hitting this reality-check on day 4 as well, so I'm not worried, just disappointed.

Previous Entry Chapter 3 - Doom!
Next Entry Chapter 5
5 likes 6 comments

Comments

ryan20fun

- Fixed how the car acceleration worked (suspending acceleration when falling or while mid-air). Still needs some work, but overall, it prevents making unrealistic moves (flying?)

No flying cars!, Spoil sport :)

September 26, 2014 05:28 AM
0sok
It looks a lot better than you make it sound!
September 26, 2014 06:11 AM
Orymus3

- Fixed how the car acceleration worked (suspending acceleration when falling or while mid-air). Still needs some work, but overall, it prevents making unrealistic moves (flying?)

No flying cars!, Spoil sport smile.png

And to be honest, I did that purely for realism's sake because it actually looked and felt better WITH "flying cars" (note that they were still falling down slowly, but you could still apply acceleration).

It looks a lot better than you make it sound!

It *looks* fine, but it's nowhere near what it needed to be :P

September 26, 2014 01:13 PM
Thaumaturge

It looks to me as though this is coming along nicely. ^_^

As to depth and breadth, this is after all a seven-day competition: there isn't much space for either without one or more of a several-person team, lots of free time or some very impressive skills, I daresay.

I will say that the jump that happens at about 0:20 looks a little odd--it seems as though the car is "bouncing" up after hitting the floor. o_0

... I'll be leaving a lot unfinished, and some of the potential will remain latent in the final build... I'm pretty sure other contestants are hitting this reality-check on day 4 as well, so I'm not worried, just disappointed.

Heh, that's likely to be true on my side, at least! ^^;

September 26, 2014 04:01 PM
Orymus3
I made my peace that this jump wont look anybetter by release knowing I would never ship a game with this issue was itnot under competition circumstances. Since everything is 2d, it does not have an incline and I had to fake that part with a trigger on exit that modifies height (scale) based on speed. It looks clunky but allows me to cross gaps safely at least. Hopefully I will be proud of the resulting game though. I think I have done a decent job with the simplistic/iconographic art and most of the gameplay at least!
September 26, 2014 05:26 PM
Mussi

Looks like fun! You've got actual gameplay going on, I need to get working on that ^_^.

September 26, 2014 06:43 PM
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