A puzzle physics platformer game made in a week for the Brackeys Game Jam 2022.1.
The goal is to have a semi finished prototype which include the following:
- game design which fits the theme
- better graphics, music and sfx then last time
- more polish then last time
? = not sure if enough time or if it should be implemented
crossed out text = done
|| = partly done (count lines etc)
find a name for the game-> Find the Door (Red Eye, Invisible Door, , Rolling Glasses)- get your game play tested by 5 people or more ? too late for that...
test the game design of the xray view -> works goodtest change xray time to just work when player holds button down, and he has like 3 seconds to use after its depleted it take 3 seconds to recharge, but only when fully recharged its usable (grey while recharging)-> added 5 sec viewable timer to platforms, they slowly fade out-> xray can just be refiled with pickups'
draw "ball player"and just 1 health, because it makes everything worse→ instant death makes it betteradd parallax effect to game so it has depth -> added it but need to change art for the "infinity" layers
"level done" pickup w/ icon and next lvl canvas(without function)- add some pickup for points/ u have to pick up all to pass a level... ?
create a moving platform script with a lot of public settings, which can be used for everything (platforms, spikes, saws) -> use debug line to show their travel range,speed etc
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a working webGL build an upload to itch.io -
fixing random bug of "start level" btn not working
should also be done before starting level creation. I very simple in unity.
player "rolling/walking", jumping, landing, getting hit, dyingcanon shooting, bullet hittingchainsaw workingpushing boxesusing xray effect
Levels design and creation of the 3 levels should be done after all the art and game mechanics are almost final.
- tutorial level |
- text tutorial while clicking next etc
first easy level- second/end level
- checkpoints ?
- 5 min playtime for the whole game ?
import all art without cutting the corners to hardimport new artreimport old assets
different backgrounds (tree layer, mountains/hills etc)draw hearts for UIdraw icon/bar for xray viewblur background images in gimp -> doing that in unity is too much work (setting up different camera for postprocessing etc)make the 3 backgrounds in gimp- particle effects for everything (getting hit, landing somewhere)
- post processing ?
light at pickups ?- shader w/ radius for x ray ?
show xray view somehow- next level/level completed canvas
- death counter ?
starting menu etcdrawing it all & scanning-> maybe skip the level loader etc, just one big level....
- some music which matches the style and pace of the game
- 1 songs minimum, which loops
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Game Jam
- time management and splitting the work for each day is critical
- a week long game jam is too long to have a real "sprint"
- the last hour should always be used
- your game design should match the theme strongly
- then you are better motivated to finish & add the extra hours into the game
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Art
- art is never finished and can always be improved upon
- importing and preparing art is time intensive
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Unity Stuff
- always import all sprites with the same pixels per unit, so they look good with a scale of one. This makes it easier for scaling and all sprites look the same/better..
- a second collider type can be added to a trigger collider. Then it can still interact with collision etc
- when starting to design a level, move everything below the UI/Canvas elements. They wont intervene with "taller" level and selecting objects in the scene view
- folder organization
- the structure of the imported art runs threw the Sprite & prefabs folder structure
- a good folder structure for the art should be chosen at the beginning of the project
- the level hierarchy should always group similar objects together so it does not become a mess (should also match the art folder structure)
- the structure of the imported art runs threw the Sprite & prefabs folder structure
- commenting & adding a description to all the scripts
- organize the scripts into folders
- rename scripts if needed