![]() ![]() 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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