Add a post-mortem, crudely

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Jahn 2025-08-02 22:23:31 -04:00
parent 42caa9e724
commit 079e72d4b4
2 changed files with 36 additions and 9 deletions

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