11/2/2022 0 Comments Tiny planet game ludum dare![]() Thank you rubber duck debugging! The blobs And as I was writing this, I thought of a possible solution. And I didn’t want to sacrifice the sweet screenshake for a lousy camera follow script. But, while I had a separate script to follow him, it didn’t work well with the screenshake script because it ended up changing the camera’s position. Which is annoying because I didn’t want it to follow him when he jumped. As it’s obvious, it’s just a child of the player. I probably wouldn’t be able to do something better about the level design, but still, it was too basic. ![]() Wasn’t anything too serious, but it bothered me. You may notice that the message “Wave ” (where was actually a number) sometimes stayed for 5 seconds and other times it flashed for 0.1 second or something. I could not fix that to save my life (and as always I’m sure it’s something simple and stupid). I guess with practice I will get better at making more interesting mechanics. I added the “platforming action” at the end, just to spice things up, but it wasn’t enough. ![]() I wanted it to be something new or innovative but I couldn’t think of anything. I was a bit disappointed in me as far as the gameplay is concerned. ![]() And the music was one of the better ones I made, and I’m having lots of fun learning SunVox. I actually kinda liked the sound effects, I believe they worked pretty well. Music and SFXĪgain, not the best thing ever, but I created all the music and SFX from scratch and it was nice that they weren’t a complete failure. I also liked the blob’s splatting animation, though it could have been better. They were not good by any means, but I have never tried doing 3D animations for a game jam before, so I’m glad they at least worked. I was also happy with Leucos’ animations. I also wanted to step out of my “low-saturation colors” comfort zone and try and use vibrant saturated colors, which in the end worked for me. I wanted to try this kind of art style, where the model is unlit but with textures, basically faking a 2D effect. And, since the result is not really cringy (not to me at least), I think I managed that. So I added screenshakes, chromatic aberration effects, sound effects, particles, image effects and anything I could so that it felt good. I would not be happy with the enemies just disappearing on death, and I would not be happy if there was no reaction on hit (either on the enemies or the organ). Maybe it’s kinda bad in a game jam, but I always try to add some sense of game feel in my games. It was a somewhat complete mini-game, it wasn’t broken in any way and it wasn’t too boring. Not to pat myself on the back (besides I almost can’t reach my back) but I thought that the overall result was pretty good.
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