Game
Labyrinth of the Cerebellum
6 years ago

Well the jam has ended and I learned a lot for this experience.

It's time to look back over the days and see what went right and what went wrong, Here is my post mortem of Labyrinth of the cerebellum.


Labyrinth of the cerebellum post mortem

Introduction:
About a 15 days before the jam started I received the email from Game Jolt about the Dreamhack Atlanta jam, I decided to participate and started thinking of game around the theme that I assumed it would be based on the art for the Jam page. 11 PM Oct 25 my time the theme was announced, Single-Player Battle Royal, To say that threw me for a loop would be a understatement. Not only did the theme completely break what I was thinking of but the principle of what single player battle royal meant from a game play standpoint was… weird. I feel like what makes a battle royal game like fortnite & pubg is the player VS player game play, allowing each player a chance to win based almost completely on skill, I do not see how making a game like this where you battle AI works from a game play standpoint, either you make the AI overpowered to combat the inherent ability of a human player, or you allow the player to just mow through AI, neither of which made sense to me. regardless of whether the idea for a single player battle royal makes sense, I could not see it in a way I was happy with. I say all that not in criticism of Game Jolt for the theme but more just my process of thought, I actually like how unpredictable and odd the theme was in my opinion, it required a lot more thought about how to make a game that fit the theme, and allowed for some more clever interpretations of the meaning.

Beginning:
I contacted my friend and told him what the theme was, after talking about it for a little bit we decided to figure it out tomorrow, On the night of the 26th we finally figured out a game, something that used the idea of a battle royal while not being the standard battle royal game. The idea being a puzzle game that was more about surviving against the world longer than you competitors than about directly fighting them. I knew from experience of the DreamHack Austin jam I did earlier this year that It was really important to figure out the scale of game based on the length of the jam, I wanted to try and make a game that was completed, in some sense and not something that just felt like a concept.

What I learned:
Over the 8-9 days I was able to work I learned a lot, This being one of the most completed game project I have every done meant that I needed to work on every aspect, a lot of the projects I have made before have been partially incomplete, no animations, basic models, no sound, ect.
My knowledge is mostly in programming, That is what I know the most about and is what I want to do, But because I don’t know anyone who can do the other parts of making a game like sound, modeling, animations, levels, visuals, etc. I end up needing to do everything, so I have knowledge in some stuff like modeling but designing a character and animating it was something I hadn’t really done before, so I learned a lot more about that. I also learned more about sound design, Though I still have more to learn in that. More about materials, Modeling levels, lighting. If I started the project over again I could probably make the whole thing better in half the time, but that is why I like making a bunch of new projects and trying new programming languages and engines.

What went wrong:
So looking back at the project there were several things that took longer or caused problems, these things I need to work with more and learn more about so next time I don’t run into these problems again.

  • Lighting, I ran into a lot of problems trying to get lighting to look ok, part of the problems had to do with a lack of knowledge of how to properly light scenes in Unreal, In the end I used a trick for the shadow of the character, which was sub-par but after having wasted a day trying to figure it out I decided it would work for this project.

  • Character modeling and animation, I have modeled very basic characters before, and had some experience with rigging, but modeling a more complex character as the one in the game I had never accomplished. Modeling, UV, Texturing, Rigging, & Animating took over 2 days, Partially because I ended up restarting on the second day because of a combinations of problems I had with the first character.

  • Puzzle & World design, because of how long the above took It really pushed off my time for building puzzles until the last two days, I ended up getting 4 levels done, but without more time I wasn’t able to properly play test them for difficulty.

What went right:
I feel like the general idea for what I wanted the game to be like came through, There are problems and the levels are in my opinion a bit underwhelming, but using the core concept I feel like I could take the idea much further and make a more full fledged game. Though I think i’ll let this project lie.

Closing statement:
In the end I think the project was mostly a success, Though I ran into some problems I overcame most of them, and for the time allowed I’m pretty happy with it. I’m excited for my next Jam where I can use my new knowledge and experience to build something even better! Thanks for reading!

Cole B.



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