Tuesday, March 1, 2016

John Frankel, Week 8 Journal PPJ, Blog post 8, GMAP 378

Content with hours

Update Transitions

I spent some times to update the transitions.  The transitions will now show the controls for the next game sooner on.  Also I switched out the old circus tent for a new textured one that looks a lot nicer.  It looks a little awkward when you get close to it, so there is some room for improvement.
I also fixed some of the GUI control displays so they should be accurate now.
(2 hour)

Update Slot machine
I spent a lot of time updating the slot machine.  I had to add new games, and new icons and make sure all of the new games.  It was a bit of a pain to track down all of the assets but i did finally get them.



These along with others were added and updated We now have 22 games total!

(1 hour)
Add new game
I spent some time to create a new game.  The player is placed on a tic tac toe like grid and has to find the space with the O on it.  After the time runs out, all of the blocks that have an x on them falls and the player falls unless he made it to the O space.  This game was neat and my first game in the project.  At least I got one in.  I am still missing some controls so I will need to update it next week.


using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityStandardAssets.Characters.FirstPerson;

public class TTONMaster : MonoBehaviour 
{
    /// <summary>
    ///     Keeps track of the overarching game info (start, end, timer, score, winner) and updates UI
    /// </summary>

    // Amount of time for the game
    public float timerGame = 5;
    public float timerWin = 2;
    public bool drop = false;

    public GameObject[] blocks;
    public GameObject above;
    public Sprite Osprite;
    void Awake()
    {
        StateHolder.MiniOver = false;
        CustomTimer.TimeLimit = timerGame;
    }

    // Use this for initialization
    void Start()
    {
        int index = Random.Range(0, blocks.Length);
        GameObject selected = blocks[index];
        Destroy(selected.GetComponent<CubeDrop>());
        selected.transform.GetChild(0).GetComponent<SpriteRenderer>().sprite = Osprite;

    }

    // Update is called once per frame
    void Update()
    {
        // Update the timer and score UI
        if (StateHolder.MiniStarted)
        {
            if (StateHolder.MiniOver)
            {
                drop = true;
                foreach (GameObject g in blocks)
                {
                    if (g.GetComponent<CubeDrop>())
                        g.GetComponent<CubeDrop>().Drop();
                }
                above.GetComponent<CubeDrop>().Drop();
            }
            else
            {
                CustomTimer.SceneTimer();
                // Add to alien's score if time's up
            }
        }
    }
}


(3 hours)

Total hours 6 hours

Pros
I made a game
Cons
I had trouble finding assets.


GDC Vault Tower Of Guns Post Mortem

Tower of Guns Post mortem.

Tower of guns is a game that was created by a single developer, and his brother doing the music.
77 on metacritic.

People can and will praise you for the same things that other people will criticize you for.

Don't compete with tripple A, they have way more resources than a single developer can have.
Triple A however, does not have much flexibility and depends solely on the profit margin.
Look at what makes a game great when you were little.  Things should look fun over beutiful.
By looking fun, things can be a toy as well as a game.  Thinking of things a playgrounds instead
of arenas was a huge drawing point of tower of guns.

Some things in the game, like the perk system were interesting, but not fun.
In a similar but opposite system, the entier main mechanic of dodging bullets in a dance like
system, was changed mid development cycle based on player feedback.

Adopted a heirarchical design where he created on fun boss and from that boss created enemies and
from those enemies created more enemies and so on.  That way the enemies were like the bosses but
smaller and also potentially fun.

SOmetimes you have to chop out content that is not fun. ANd sometimes doing this method listed above makes
the game feel samey.

Art was done is a way to maximize speed, and the limits kept the art style constrained so that he could
make the best game he could realisticly.

There is a problem with indie development and that is the lack of Motivation.
If you are alone, it is hard to get motivated and easy to think that you are not doing good.
In a group the people around you everyone thinks together that something is good.

Have a public log to have some accountability and also do your best to get out and demo your game
and talk to other people.

Find Fans
Release builds for cheap where you under promised and over delivered to surprise and envigorate your
fanbase.  Each build should feel new.  Talk and get a feedback loop with fans.

With indie development you are not anonymous and people will know you.


If you are an indie, get an identity for yourself.

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