meta data for this page
Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision Last revision Both sides next revision | ||
fgj2020:team_3:start [2020/02/20 11:26] selmeri |
fgj2020:team_3:start [2020/02/20 11:30] selmeri |
||
---|---|---|---|
Line 1: | Line 1: | ||
====== Munkkiliiga FGJ 2020 project: Korjaussarja. ====== | ====== Munkkiliiga FGJ 2020 project: Korjaussarja. ====== | ||
- | **In a nutshell** | + | ===== In a nutshell |
Game about brave captain of a kyykkä team trying to sober up and make it to the tournament quarters. | Game about brave captain of a kyykkä team trying to sober up and make it to the tournament quarters. | ||
- | **The idea / theme** | + | ===== The idea / theme ===== |
The theme for the year 2020 was repair. In finnish this is " | The theme for the year 2020 was repair. In finnish this is " | ||
- | **Gamification of the base game idea** | + | ===== Gamification of the base game idea ===== |
- | So, the game resolves around few factors: | + | |
+ | So, the game resolves around few factors: | ||
+ | - There is a health bar, which will degrade while the player is moving. | ||
+ | - The health bar can be renewed by talking to various npc's (technically seen as getting a sip of drink from whatever they' | ||
+ | - Some of the npc's are traps and will decrease your health bar by offering bad drinks | ||
+ | - The game ends when the player makes it to the actual kyykkä field. | ||
+ | |||
+ | ===== Technologies chosen for the project ===== | ||
- | **Technologies chosen for the project** | ||
We had previously decided that we'll use 2.5d graphics, and to do that we ended up in using the Phaser html5 framework: https:// | We had previously decided that we'll use 2.5d graphics, and to do that we ended up in using the Phaser html5 framework: https:// | ||
https:// | https:// | ||
- | **Development tools setup** | + | ===== Development tools setup ===== |
So, now that we had found the tools, it was time to do the initial setup. This took a lot more time than we had expected, since one of our developers used a Mac environment, | So, now that we had found the tools, it was time to do the initial setup. This took a lot more time than we had expected, since one of our developers used a Mac environment, | ||
- | **Problems encountered** | + | ===== Problems encountered |
We (of course) encountered some problems with the development process, and here are just some of them that we can remember: | We (of course) encountered some problems with the development process, and here are just some of them that we can remember: | ||
Line 25: | Line 35: | ||
* Finding a proper free and open source tileset for our tiled map. We tried a few, and lastly settled on https:// | * Finding a proper free and open source tileset for our tiled map. We tried a few, and lastly settled on https:// | ||
- | **Final result** | + | ===== Final result |
Unfortunately, | Unfortunately, | ||
- | **Easy improvements** | + | ===== Easy improvements |
Some things that we didn't have time to make: | Some things that we didn't have time to make: | ||
* Layering to the map, so that the player would walk " | * Layering to the map, so that the player would walk " | ||
Line 35: | Line 47: | ||
* More npc's | * More npc's | ||
- | **Reflection** | + | ===== Team reflection ===== |
This year sadly we only had 24 hours of time to make the game. This is why we tried to make it as simple as possible, and still were quite surprised about how much time simple things can take (such as getting the initial phaser5 running on every machine and setting up the git for everyone). Even though this was a mini-edition of the jam for us, it was still a quite good learning experience as this forced us to go from where the fence was the lowest, and if we should have had time for another day, the game would surely have been finished as we had tackled all of the main obstacles by the end of saturday. | This year sadly we only had 24 hours of time to make the game. This is why we tried to make it as simple as possible, and still were quite surprised about how much time simple things can take (such as getting the initial phaser5 running on every machine and setting up the git for everyone). Even though this was a mini-edition of the jam for us, it was still a quite good learning experience as this forced us to go from where the fence was the lowest, and if we should have had time for another day, the game would surely have been finished as we had tackled all of the main obstacles by the end of saturday. | ||
- | **Tips for the beginners** | + | ===== Tips for the beginners |
* Decide on your technology beforehand and get it running on everyone' | * Decide on your technology beforehand and get it running on everyone' | ||
* It's not a crime to go from where the fence is the lowest. This, in fact, gives you more time in the second and third day (as by that time you've probably created the core features of your game) to polish the game and make it more fluid. Simple polished games are always better than complicated and unfinished games. | * It's not a crime to go from where the fence is the lowest. This, in fact, gives you more time in the second and third day (as by that time you've probably created the core features of your game) to polish the game and make it more fluid. Simple polished games are always better than complicated and unfinished games. |