Week 0 of Gamedev - The Postmortem
Greetings reader,
Rechro here starting on his journey to the deep indie abyss. Ready to review the game development
WEEK 0
The idea:
This game was intended for Brackey's game jam. With the theme 'Stronger Together', I'm thinking of Mario-like platformer game where you can go over obstacles by calling your friend along the path. Combine with your comrade to obtain new power!
What went right:
After searching on the forum here and there, trying new things with switches that trigger via Unity's layer. It somehow works without a problem. An alternate to what I was always doing, the isGrounded bool.
What went wrong:
Focus too early on the visual art, while the game is not yet reaching the playable state. At the time I want to go back to implementing the core mechanic, I just feel un-energized anymore. This is the unused sprite sheet.
Everything went downhill afterward........ No progress, nothing.
Yeah, life gets in the way.......... is that what I thought I would say. I had to admit I'm being lazy/procrastinate too much.
What I learned:
Focus on the core engine first, get it to work not get it right. I can always go back and optimize if necessary. Refining and refactor will never end. There are always things that can be improved. So, get it to work first!
Set up goals for the project and then divide them into chewable chunks. One step at a time. Just like component-based design where we divide functionality to do only just one thing.
What next?
Scraping the things up. Time to get the 'best idea' from my head and start on something new.
Starting tomorrow!
See ya!
Files
Get Together together
Together together
the cube reaching out to save the princess of cubes.
Status | Prototype |
Author | rechronicle |
Genre | Platformer, Adventure |
Tags | 2D, Pixel Art, rechronicle, Simple, Unity |
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