Hi everyone! I joined this jam to have a deadline to get things done for my game. I've been working on a Boomer Shooter for the last 6 months and I feel like things taking more time than it should. So I hope this jam will help me have a two-weeks burst of productivity. And hopefully I'll get some good constructive feedback or clever ideas to improve my game like I did last year.
Right now, the game more or less looks like this:
I'm saying "more or less" because the video is actually from 2 weeks ago, and I've made significant progress since then. But unfortunately I can't package the game because my 8GB of RAM keeps making this error evey time I compile: (RAM saturated, I cleared one poolthread to make space in RAM, poolthread was actually essential, compiler crashed)So yeah, that's problematic... so I upgraded to 16GB 2 days ago and it should be here by the end of the week. I've made a copy of the entire project this morning to be able to compile the project from today when I upgrade and I'll make a before/after at the end of the jam :)
Anyway, here are my goals:
- First, I'd like to finally make some real level design. Because right now, I only have one room of enemies and that's it. And it doesn't even explore the full potential of the quite diverse moveset that the game provides. To fix this, the plan is fairly simple:
- First, I need to find scenerios where the different movement mechanics are explored in interesting ways. For now, due to limited time, I'll only focus on the different kinds of jumps, the slide, and the wall run.
- Then, I will blockout 1 or 2 levels using these different scenarios. For each mechanic, between two rooms as a tutorial, and then inside of them so the player could stylishely take down enemies while chaining cool moves馃槑
- Then, I want to finish the second enemy at it's core (no graphics for now, just code and signs & feedbacks). Because right now, the only thing that he does is shooting an energy ball every 5 seconds when he sees the player, and he can also take dammage and die as he has the same health system as the other enemy type but that's it! By the end of this jam, I want him to:
- Try to run away from the player when he's too close.
- When he doesn't see the player anymore, find the closest place to where he is, from where he could see the player. (that one seems tricky but I think I can pull it off)
- And finally, have a charging attack animation with sfx & vfx.
- I also want to add some proper menus for keybinding and basic settings like sensitivity, volume... Stuff like that. (even though I don't really expect to have the time to do this)
- And last but not least, I want to make progress on the movement. At it's current state, there's still quite a lot of work to do before calling it "Done!!!". But I want to fully finish the jump, the wall jump, and the wall run by the end of the jam.
Little overview of the current state of development of the moveset
Anyway, enough about my game, I'm curious to know what you are commiting to do. Last year at the beginning of the post jam #7, a guy named Cas Windsor made a similar topic - I actually named it exactly the same as he did, to his credit - because I'm pretty sure that most of the people who publicly and explicitely said their goals at the beginning of the jam, got a burst of motivation and worked harder than they would have otherwise. Sometimes, putting your goals out there and letting your ego at risk can really help push you forward!
I can't wait to hear about your plans and see what everyone creates!
Have a nice and productive game jam!
(my apologies if there are some english errors in the message. It is not my main language, but I have tried my best:)