From 079e72d4b454b54427e721fc4a6721ba13ddece0 Mon Sep 17 00:00:00 2001 From: Jahn Date: Sat, 2 Aug 2025 22:23:31 -0400 Subject: [PATCH] Add a post-mortem, crudely --- README.md | 43 ++++++++++++++++++++++++++------- scenes/objects/Collectable.tscn | 2 ++ 2 files changed, 36 insertions(+), 9 deletions(-) diff --git a/README.md b/README.md index 7f43d62..4cfef06 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,4 @@ -# 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. diff --git a/scenes/objects/Collectable.tscn b/scenes/objects/Collectable.tscn index 036e133..48407f3 100644 --- a/scenes/objects/Collectable.tscn +++ b/scenes/objects/Collectable.tscn @@ -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"