Add a post-mortem, crudely
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README.md
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README.md
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# doodle game concept
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# Doodle Game Concept
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A game about using your finger/mouse to draw circles around moving game objects.
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It works by instantiating an `Area2D` node with a polygon collision shape, and can probably
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also be mildly modified to draw level geometry dynamically.
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@ -6,11 +6,36 @@ also be mildly modified to draw level geometry dynamically.
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In either case, the challenge is taming an otherwise automatic system.
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Objects move on their own. You only control the ~~pencil~~ pen.
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# TODO:
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* swap pencil out for pen - consistent with the ink metaphor
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* add a snap effect when within snap distance confines
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* filter all non-colliding points at beginning and end of gesture
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* add grouping code
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* multipliers for combos
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* penalties for not-combos
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* ignore all erroneous gestures, gesture recognition is probably my fault
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# CANCELED
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A brief post-mortem.
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## What Went Wrong
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It's had been a minute since I attempted a proper game jam, and while I could tell I was much more
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*skilled* this time around, my *execution* was what caused this fumble. I've been programming mostly
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websites (server-side and client-side), applications, and tooling. *Games are a different,
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cross-disciplinary beast.*
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* Stick to the plan. The plan was visual metaphor to game ideas to game. I discarded all metaphor planning
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in favor of a novel UI, which has worked in the past but this time set me back.
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* Too much emphasis on doing something differently, rather than well. Yes, most of my initial ideas
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were also built around by other developers and teams. No, that doesn't mean we'd be making the same
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game. Build games that interest you, that you want to play, and fit your scope. Doesn't matter if
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it's *unique.* This game isn't being presented to a general audience (yet)
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* Core gameplay of mechanic was not considered enough before starting. Should have
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[paper-prototyped](https://en.wikipedia.org/wiki/Paper_prototyping) it,
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would have likely found it more akin to Fruit Ninja than a Wario Ware game. It even had potential as
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a more narrative-focused word-finding game. The idea is not *bad* but it was not properly *considered*.
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* Too much aesthetic, too soon. Focusing on the smaller details (theming, sprites, UI) before ironing
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out the large ones. This is a great little morale boost, but it is too much commitment too early on.
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## What Went Right
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I don't think the initial approach was wrong, however I think I rushed into starting too soon. I initially
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just wrote down a bunch of visual metaphors for loops on paper and thought about each one in the context
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of a game. I had 8, with a nebulous mound of ideas using them. I went on to observe many other teams make
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games using some permutation of those same 8 metaphors.
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* Spend time really considering the theme. As much as you can.
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* Come up with many metaphors, not just one. It doesn't start with a game idea, necessarily, it starts with
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an analogy.
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* Come up with *game concepts* for each before proceeding. As many as you can, but don't spend too
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much time on dead ends. I did this, but I didn't write it down.
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@ -8,6 +8,7 @@ size = Vector2(48, 46)
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[sub_resource type="Animation" id="Animation_dtuyt"]
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resource_name = "Walking"
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loop_mode = 1
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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@ -126,3 +127,4 @@ texture = ExtResource("2_dtuyt")
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libraries = {
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&"": SubResource("AnimationLibrary_5hcc2")
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}
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autoplay = "Walking"
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