The origins, The making, and The future of this game


Hey there. This is the first dev log for this little game (fun fact: this is my 2nd complete game). It was made for the friday night game jam, wich challanges game devs arround the world to make a game in only 3  hours, that fits a certain theme. For this edition, the theme was "A throwback to classic gaming" or something among those lines. The bottom line is: your game MUST only have 1 button and a 2 axis input (mouse/joystick) similar to how the atari controller worked. The wya this game jam worked, HEVILY influenced my development process. First of all, the 3 hours were only DEVELOPMENT time, so planning, making some pseudo code, and thinking of possible ideas/mechanics DOES NOT count. We were also allowed to use any pre-made assets we had the legal right to use. So, like any person with more than half a braincell, i immediately realized that finding a good royalty free asset pack was KEY in cutting development time. So of course, i immedialtely opened Bosca Ceiol and proceeded to waste 30min of my precious time making my own music for the game and main menu. <sarcasm> way to go past me! </sarcasm>. With that out of the way, i went to google for assets. At this point i already had an idea about a spaceship game, like asteroids, but where you could press a button to swap the directions your ship could move. For those, who played the game, that is quite obviously not what i ended up doing, but it was what got me to pick this asset pack: https://kenney.nl/assets/space-shooter-redux, wich is public domain. Huge shoutouts to Kenney for making these assets for free. I then downloaded, and imported everything (it even came with 2 fonts and some SFX as a bonus), and quickly threw together my main menu. Then, it came the time to make the actuall game with about 2:40 left in the clock. The first thing i did was put down the earth sprite,realize my idea was garbage, and re think it into what you see in the actual game. Then  i made the player ship fly and point towards the cursor.  And then after 10min, on my first try i got the ship to shrink. Hoo-ray. Back in the code, it was quite obvius what went wrong: i was moving the ship "foward" wich as far as unity is concerned is on the Z axis. sooooo yeah. One quick fix later and i had the movement you see in the actual game. The next thing i did was implement the shooting lasers thingy. That went smoothly, and didint have any problems worth mentioning (yet). So the next thing to do was make the asteroids actually spawn and head for earth. That took about 30min, but i got it done, and even made it so it gets harder the longer you have been playing. So at this point i tought all i had to do was finish the game loop with a end screen etc. Boi was i WRONG. The second i attempted to play test m game, the lasers went straight throught the asteroids, like if collision physics was for casuals. Some quick testing in a fresh scene confirmed my worst fears: the unity engine was glitched for some reason. So i did what anyone would do: i restarted my pc. That fixed the collision issue, but the triggers were still not working. So i went to look for the flaw in my code. About some time later, i had found nothing. SO here comes the funny part. I decided to try again and hope for a different result and accidentaly changed the colliders form "trigger" to "solid". And then my code worked. The second that happed immediately realized i had used the wrong fuction, i should have used OnTriggerStay2D but i actually used OnCollisionStay2D. At this point i only had 30min left, some bugs to fix and had to finish the game loop, and i felt like jumping out if the windows (the only reason i didint is because i use MacOS). So i coded everything, and surprisingly it worked. Its not clean code, but it worked and i had 1min left to spare. So i go stop the timer, party on the jam discord, and build my project. Then i see that web building broke my score UI and make my cursor a glitchy mess. SO i ask for permission tog to 2 min overtime to fix that (since it wasant really my fault), and the version you have today was done. Phew that was a long text wall huh? Overall this was a really fun experience, and im not quite done with this game. There were a few things i REALLY wanted to implement that i didint have time, and some bugs i know about that need to be fixed, wich will happen in V1.0 some time soon. After that, i will release donwloadable versions if anyone is intrested, and if for some reason people like this enought, i could look into a possible v2.0 with more content, while using the same base mechanics i used in this project

Files

V0.5 PtP.zip Play in browser
Sep 05, 2020

Comments

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OOOOF just realized i mistagged somehting in  the code, and the sjip is immortal. its not game breaking, but i dont think i can update it until after jam time. :(