Hi everyone,
It has been a bit over a month since the release of Slime Wars, and I have fixed most of the bugs that I could, with one or two that remain. I have been working on Slime Wars for 5 years, and they have been so fun; but I have decided to cut support of any new updates. I will still fix any major bugs that come about, but there will be no more content updates ( there wasn't much I had planed anyhow, just a idea for a small xpac with 2-3 levels on the moon that I was thinking about ). In light of this, I would like to take the time to give a sort of history of the development, my favorite and ... least favorite parts, and where I am going from here.
History of Development:
When I first started to work on Slime Wars, it was a completely different game. I had just finished up learning how to do JavaScript and I decided to make a game on the website ( not going to say with one ) that I learned the language. It was going to be a infinite runner called Skelly's Quest that had the player that would through levels, get weapons and beat bosses. After about a month or so of development, I found out about Unity and the ease of use of it. I was a bit nervous about switching, due to how I could only transfer the little sprites I made. I decided that it was ultimately take less time to learn and use Unity than to use the site ( side note, the site had to refresh every 5 odd minutes ). So I how learn how to use unity, C#, and try and continue the game. It is at this point that the game slowly starts to morph into Slime Wars, from a infinite runner to a sidescroller, from a skeleton to a slime. I can't even remember exactly when, it was just a really slow and gradually change. And soon, after about a year and a half of development, the first level of the game was made. At this point, it would take me about six month to make the rest of the first region. Afterwards ( after fixing up some of the sprites ) I released the first Alpha of the game onto Gamejolt. This started a cycle of me released a updated version of the game with a new region and a load of fixes and improvements every six months, from alpha 2, alpha 3, and the beta. By the time the beta version was made and completed I felt proud of Slime Wars, because it felt like a game, and people were playing it and enjoying playing it ( even if some parts were still bugged as all hell ). For the release version, I took a whole year for the development of region 5 and 6, the extra modes, finishing the little story bits and all the bug fixes that I could find and manage. During the last 3 months of development I drop literally ALL of my other projects and was a bit burned out by the end of it all.
Outcome:
I am extremely happy with the outcome of the game. It was a game that allowed to learn how to use Unity and C#, I improved with my art and music skills, I made a game this was near perfect to my vision in my head, The game itself was a game that I liked to play, and that other people enjoyed. Overall, I said that there is little about the game I am disappointed with.
Favorite Part:
My favorite part of developing Slime Wars was working on the bosses, which I am very fond of because the all took so long to make and test. A runner up would be making the Halloween Level, and the complete "f*** it" idea and thought process through the making of it, it was the most relaxing level to make in the whole development process.
Least Favorite Part:
Bug Testing ... enough said
Where to now???
For right now I am going to rest, and enjoy the holidays. However, I have some plans for the new year. No Spoilers ;)
Have a great day everyone,
Buttercreeper6
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