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
- Traps
- 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
The Arcade on Sycamore Street
Music centric arcade adventure. A journey into a box. And hopefully out. Get the highest score and make it out
Status | In development |
Author | kbrown2193 |
Genre | Adventure, Puzzle |
Tags | 2D, Arcade, Atmospheric, Music, Pixel Art, Singleplayer, Sprites, Unity |
Leave a comment
Log in with itch.io to leave a comment.