Game Jam: Piracy
This oncoming Monday, me and my classmate will be doing a private one week long gamejam, with just the two of us.
I will be posting progress of the game daily and once finished, I’ll publish it onto https://t.co/e4hJ9qElip for the public to test out.
We hope it turns out well!
— Erikas Klesciovas (@klesciovas) October 21, 2018
Pirate treasure hunt, 2D environment in a 3D scene with 3D models, orthographic camera perspective, Side-scroller (retro, beat ‘em up-like roguelike).
A pirate who starts off his journey with a shovel as his weapon with a quest to defeat bosses and uncover buried treasure.
Animals, Pirates, Tribe Men, Ninjas, Skeletons and Spikes.
Currency, Weapons (Flintlock pistols, muskets, canons, parrots, cutlass, ect.), Health pick-ups.
You access the shop after you die or exit to main menu, the shopper will sell you perks such as: Increased pickup drop rates, gold multipliers and upgradable outfits (armor).
Pixel art Background, You must kill everyone in an area to advance, Bosses come at the end of each level and after defeating a boss, the player goes forward to an X on the ground and starts digging up a chest and gains rewards.
I was the designer, 2D artist and composer for the game.
Mathias was the 3D modeler for the game.
Skills /skill upgrades, Animated background & Score counter .
We began with laying out my setup, carried on with planning the gamejam and then deciding on a theme.
Our random theme is: Buried.
We decided to take the “pirate treasure hunt” approach and planned out every detail.
As of right now we are designing the sprites for it! pic.twitter.com/HYJY08jbvz
— Erikas Klesciovas (@klesciovas) October 22, 2018
We were required to attend school from to which case I took advantage of their music equipment to record some audio.
We made little to no progress because of our lack of understanding in rigging and programming.
We’re unsure if we’ll be able to launch the game at all… pic.twitter.com/QD7etpRRUr
— Erikas Klesciovas (@klesciovas) October 23, 2018
We tackled on character animation and tile mapping in hopes of creating something visually pleasing.
Next we'll focus on gameplay progression, level layout and UI.
We are also gonna keep making and improving our models and tiles.
We want to leave animating for last. pic.twitter.com/NzGDacTnlv
— Erikas Klesciovas (@klesciovas) October 24, 2018
Day 4 – Last Day
We've gotten too demoralized to continue working on the game, we conclude this project retired.
We lack too much experience to be anywhere close to releasing a game.
We want to archive this moment as a valuable lesson for the next time we attempt a gamejam. pic.twitter.com/NwfwyGWCe2
— Erikas Klesciovas (@klesciovas) October 25, 2018
We spent too much time focusing on art.
– I spent too much time on making GIF objects and trying to perfect the sprites.
– Mathias spent too much time UV unwrapping, animating and texturing models.
We had no prior knowledge in developing standalone games.
– I had small experience from following a few of Unity’s game tutorials.
– Mathias had no experience in developing on Unity.
Horrible communication and pre-planning.
-Personal matters and priorities made our 7 days become 5 days.
-Then we hadn’t accounted that our schedules weren’t aligned with each other, having half our days waste at school.
We got burned out after dwelling too far into the un-explored in such a limited time window.
– There was a lot of time spent for research on small coding and animating.
– Our development time kept getting shortened because of classes and meetings.
– We had no prior knowledge in basic programing, animating, rigging, 2D Level Design.
– After a time of no visual progress, our morale hit rock bottom.
We should have begun with laying out the gameplay portion before doing the art.
We will better organize our priorities to better fit future projects.
This project has concluded and is retired. Total development time: 4 workdays (~35h).