about the taste of the JUICE | Week4 Postmortem


It's a month since I started. Let's get into it!
๐Ÿ˜Ž๐Ÿ˜Ž๐Ÿ˜Ž


The idea: 
Making a game juice, a game feel. The fun feedback of every input that you do to the game. Ex: when you click, when you stop moving, & when you jump. This could be visual, audio, or both.

What went right:
I just want to make a juice, so this one is a 'success'! I made it to the goal that I wanted.

What went wrong:
Not enough variation from what I imagine it to be.

What I learned:
This will be a really long list, here we go!

  • Coupling/decoupling code is just one way to solve things. Don't waste time thinking about them. Just make it work.
    A small rule of thumb tho, that scripts that working together got no problem being hardcoded/coupled/drag and drop referencing.
  • The use of scene and multi-scene. They are the layers of layers. Just like gameobject, script, component...they're all a LAYER. Just like in drawing/illustration/animation software. Layers stacked up to make the game.
  • The additive scene is not 'additive' at all. You could remove the non-additive one and they will still work.
  • Game juice or game feedback could be added later in the game. Why? Because they're not 'directly related', this can be achieved with UnityEvents/Events.
  • IPointerClickHandler useful to detect click on gameobject.
  • Animator.StringToHash useful to reduce performance usage.
    Declared along with the declaration of int.
  • This one is the most important!!!!!
    Make prototype first. The graphics, sounds, etc...it all doesn't matter if the game is not FUN in the current blocky lame state.

What next?
Let's try making a simple battle rpg. I've been toying around with this concept for a long time.
See ya!

Files

JuicyJuice v0.1.zip 81 MB
Apr 18, 2021

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