Thursday, June 14, 2018

Game 2 - Post Mortem - Top Down Shooter

My Game 2 is "Top Down Shooter".  If you want to join in either with the same Genre or your own, use the tag 12Games12Weeks on Twitter and/or itch.io, I would love to see what you create in this time also!

MVP 

The most basic Top Down Shooter would probably be a simple area shooter with spawning enemies.  1 player, 1 weapon, 1 enemy type, Basic Enemy AI.

Results

Took ~5 hours of work, However I had maybe 5 hours of frame work code already laying around from a LDjam game and a Controller/Keyboard/Mouse input swap script worked out. Game can be found here : https://adroitconceptions.itch.io/12games12weektds

What When Right?

  • Was able to re-use some assets
  • Worked out a simple camera 'edge detection' behavior, needs some improvement - on any aspect ratio outside of 16x9, I expect it would have some issues.

What When Wrong?

  • Nothing other then it taking longer then expected given the preexisting assets that I had to start with.

What Lesson(s) Did I learn?

  • The power of Delegates for sending messages around between scripts.  It does a great job at decoupling scripts. 
  • Got to use the tile system for the first time, was easy to use and made laying out a level much faster then placing prefabs by hand 

What did I take away?

  • Use Delegates
  • I could probably write a basic main menu scene that just needs an image, Title, & colors changed to match the game - same with a pause menu & level select menu - at least for the purposes of Game Jam games.
  • Dark work has the greatest reoccurring value, but the least direct effect on a playable game

Milestones/Workflow/Tool Usage

  • Player Moving/Shooting
    • This when quick as it was basically grab my preexisting code
  • Enemies Spawning / AI / Dying
    • This also when quick as it was basically grab my preexisting code
  • Player Hurt/Dying
    • The preexisting code already had a hook for 'I am dying' it just didn't do anything, I just needed to send an event in this and the Menu controller script paused the game and displayed the final score menu.
  • Main Menu
    • This went quick - other then getting an image for the background - use some pre-existing configurations
  • Pause Menu
    • When quick - reused a few script blocks from the last game here.
  • Final Score Screen
    • basically a copy of the Pause menu with out the unpause button and a script to put the score in the big box
  • Build Level
    • went quick.
  • Final 'Polish'
    • Played with the enemy spawner code a bit to get a nice ramp up of difficulty
    • Played with the 2 current guns to make some level of differentiation between them.  Still not sure if the slow firing high damage gun has any good use cases over the machine gun currently.

What would I do if I was to work further on this (Expanded from an MVP to a full game)?

  • More Guns
  • More Enemies
  • More Arenas / Create Missions
  • Pickup/powerups
  • Leaderboard
  • Better Audio
  • Input Remaping
  • Options Menu

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