The game (demo version for showcase) is done!!!!!!!!!!!!! [#20 - Making A Multiplayer Game in 24 Days]
I've been working behind the scenes for multiple days, I've dealt with a summer camp taking most of the time I had, but still, I've finished the first demo version of the game.
But first, you know what I have to say. This game, Snap Debate, is the result of me spending the last 20 days making a multiplayer Jackbox Games-style Godot game because I found out about a tech show and tell happening in my area in 5 days, for people my age with a cash price. And now, the game is finished for the show and tell! Now, how do I summarize what I've spent the last 7 days doing.
On Day 14, I spent the little time I had (because I had summer camp this whole week 😁🔫) writing voice lines for the full release of this game, which I don't know yet if it will even exist. That all depends on the success of the demo when it eventually comes out, and if I win (or at least get second) the show and tell. I also started working on sound effects for the game.
On Day 15, I don't know what happened. I forgot to write notes on what I did, and I don't remember at all. Plus, there is no GitHub commit on that day. What happened that day is lost to history...
Anyways! On Day 16, I barely did anything. I found someone I knew to do the voice lines and I sent them a bunch of information on how I wanted the lines to sound and some inspiration they could reference off of.
On Day 17, I spent all the time I had trying to make Label's that would shrink the text size if the text was too big for the bounding box, but I mistakenly made the script a tool, and I coded it wrong, which lead to my project crashing and being impossible to open. I had to open my project in recovery mode to disconnect the script so I could reopen it normally. By then, it was extremely late, and I gave up and left it for...
Day 18! I eventually figured out what I was doing and got the auto sizing Label's to work properly without destroying my whole project. After that, I made a theme file for the game so I could theme certain places and did some solo playtesting. This was when I realized that I couldn't go any longer without changing the way I handle client actions. Specifically, making it a dictionary with multiple client actions instead of the many many many awaits that I was using before. But I left it for...
Day 19, the most pain inducing day yet. I spent the whole day making a client action handler but for whatever reason, it wouldn't let me upload it to Firebase. I spent ages finding the bug just to find that I couldn't even upload the data straight from the Firebase console. It was only until two minutes before I was planning to head to sleep that I found out that KEYS CAN'T HAVE DECIMALS! Of course, I did not want to stay up any longer and decided to leave it for the next day.
All of this leaves today, Day 20. Today, I fixed the issue with keys and decimals just to find even MORE bugs with this client action handler which would take me AGES to talk about in detail. Short form is, it took me absolute ages to get it to work, but it eventually did. After that hell show, I actually implemented the sound effects, made some minor changes, and fixed some bugs. It was at this point that I decided that it was time to test exporting the game and installing it on my phone. Luckily, it was a total success! Then to round off the day, I added more snap material, made a screen to show the round results, and officially exported the first version of the game and the version I'll be showcasing, v0.1.0.
And that was the final week of programming! Please follow my page so you can see the next update on this game. If you guys have any comments on how this game could be better, please leave them below! Also check out my itch.io and GameJolt pages, so you can be alerted when the game is released (which will be very soon). That's it from me, thanks for reading and goodbye!
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