Postmortem - Acerola Jam 0


Overview

Overall, I am very happy with what I was able to accomplish in two short weeks.  I thought about what I wanted to accomplish which was developing some core systems for an adventure game and learned a lot about 2D art, as this was my first 2D project in quite some time.

What went well?

I think the development of the world level system and other “databases” for systems was a success.  That now with more time, can use some looking over and be fully fleshed out.  The overall organization of the project and the development of a project from start to finish was refreshing.

The art exploration was a success. I would not call myself a very experienced “artist”, but exploring tools and development frameworks for 2d art pipeline was illuminating.  I was happy with how most things turned out.  Obviously, I know there are quite a few areas of improvements, but churning out this quantity of work in a short amount of time was, to me, a success.

What could be improved?

The gameplay is still… meh.  I really didn’t develop too much of the playable game mechanics until the last day.  And even then, did not get to implement them as much as I had hoped.  I had ideas for what I wanted the game to be.  I let the bigger goals, get in the way of the more tangible areas like gameplay.  I spent a good deal of time developing a saving and loading system and other settings that are for the most part, completely unused or not correctly functional in the final game jam product.

Closing Notes

Again, overall I am pretty satisfied with the production.  As stated, I let some game systems like the saving and loading and settings set up get in the way of the gameplay development, however, I am ok with this because I plan on developing this game a bit further, and I feel like this is an amazing start.  

The game jam helped me push the envelope of what I can accomplish in such a short time.  Below is the daily progress log I kept during the game jam.


Daily Progress Log - Game Jam

Day 1

Did some exploration on 2d sprite shapes and grids.  Going to use isometric grid for cabinet game?

Day 2

Did more Story development , brainstormed some ideas.

Day 3

Tilemap grids testing

Day 4

Space tilemap and grid selector input actions. 

Day 5

  • Air tilemap
    • Birds
    • Cloud
    • Airplane
    • Atmosphere 

Day 6

  • Github repo setup
  • Arcade city design
  • Menus creation
    • Main menu
    • Settings menu

Day 7

  • Game save loading
  • Cinematics database
  • Some audio creation

Day 8

  • Game save loading fixing
    • And tidying
  • Character creator
  • And initial test art sizing
  • Settings menus
  • New game start intro begin play
    • And load from checkpoint 0
  • Audio manager
    • Initial setup…
    • Some audio imports

Day 9

  • Player movement 
  • Sorting layers 
  • Ground obstacles
  • Pickup s
  • Portals 
  • Player stats
  • Campaign stats
    • Quest stats

Day 10

  • Portals cleanup
    • Actually activate new level  game objects and resize camera
  • Player script
  • World level database
  • More player stats
  • Audio file dump

Day 11

  • Audio manager
  • Dialog
  • Player movement adjustments

Day 12

  • Gateway seal and doors
  • Dialog chaining
  • GameData Locks and saving/Loading

Day 13

  • World Level design
    • Golden box level tilemaps
  • Game Mechanics
    • Traps
      • Damaging
      • Healing
      • Teleporting
    • Wave Spawner
  • Player Score
  • Build Fixes

Day 14

  • Upload and build testing
  • Quick fixes to wave spawner and added space to be interact with dialog as well

Get The Arcade on Sycamore Street

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