Shape Racers – Ludum Dare Jam Post-Mortem

screenshot

Tired. Alone. Trying to de-invest myself from the project.

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=14965

Initial comments are mixed, but mostly positive. There are recommendations for the game, but nobody outright dislikes it. Racing games with gears systems is a tough sell.

Started off bad. Then was terrible. Then stressful. Then great. But it took me working nonstop around the clock, pushing myself harder than I ever had before.

At least it’s a fun game.

Things I Learned

  • Audio can come later.
  • Things need to be in the game as early as possible, if you want to playtest.
  • For Ludum Dares, stick to what you know.
  • Lists are MVP. Scratch paper too.
  • I need deadlines. If an obstacle comes up, I can put my mind to it and figure out another way.
  • Not everyone has the same background in game design as I do. I’ve seen a lot of videos, and read a lot of tutorials. I shouldn’t assume other people are the same.
  • Model assets take longer than it looks.
  • Audio is magic, and makes the game feel real.
  • Details go a long way polishing a game. Even last minute ones.
  • Unity is great f you want something done fast.
  • Programming is my passion.

Things That Went Well

  • End result is something I’m proud of.
  • Unity’s GUI is great.
  • Unity’s navigation meshes and AI agents are ridiculously simple to set up and run.
  • The tracks are diverse, even without adding lava.
  • Cutting features to focus on a solid entry.
  • Audio is superb.
  • Models came in as dictated. Flat tracks, with same terrains grouped into one object. Made sticking into the game a breeze.
  • The write-up on Ludum Dare is well done, in my opinion. Especially considering it was last minute.

Things That Could’ve Been Better

  • We could’ve prepared more. Brief everyone on how game jams work, what’s important, and how the development process goes.
  • Design the game as whole in the beginning. Different people had unsaid ideas about the game, and assumed everyone was with them.
  • Assets and game mechanic code earlier would’ve helped playtesting.
  • I could’ve been more understanding with comments about the game. Ask myself why they’re suggesting things. Usually they were right.
  • More sleep. I got 3.5 hours the last night.

It’s disturbing how it’s the day after, and I have no motivation to work. I made a list of improvements, but every time I come across a difficult problem while coding, I shut it down and go browse the web, or play a game. The pressure of deadlines is real.

Can’t wait for the next one.