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Unfortunately we didn't manage to get the actual opening level to work, and were stuck with just the test level(to test movement with not much else), as the deadline passed because of complications with one programmer being absent(known unavailability because of how time works when working with multiple people around the globe) and the other was struggling to get his head around the extension the first programmer did a lot of things in.

ultimately we had a plan for their be more Mechanics like hiding in the dark, which we had functional outside of the test level, but actually bringing it all together we didn't get everything done, and we had a functional build with at least the opening and ending of chapter one functional(a dialogue scene and the opening comic which has no dialogue and Is meant to set the situation) (even if the Actual substantial gameplay wasn't fully designed(the level was a general concept of structure rather then any set in stone platforming design (fallbacks of not having a level designer)  but were 9 minutes past the deadline (narrative Design/Concept Design)

In summation, whilst we had a concrete idea relatively early the actual implementation and progress on combining everything into a final product were hampered by multiple factors including the fact of that each member of the team are in completely different countries ranging from Australia, to Europe, to America ECT 

Whilst having a dedicated narrative person, audio person and artist for the team I'd say was good the team I'd also argue that it further complicated things since 3 out of the 5 team members lacked experience within the engine and 2 lacked in engine experience in general (I myself (narrative) have Decent enough knowledge of unreal, that I can at least get basic Mechanics functional in it but Godot was like being at the center of A Maze With the Map of Completely different maze to guide me mazes being engines in this metaphor).

I myself wish that I'd spent more time trying to things in engine as sure coming up with ideas is good and all but I personally value execution above that and with even simple things like the background not working even if we had aimed for 3 levels and then cut to 2 then 1 in the end we didn't even manage to get that single level implemented (though Unironically I have actually gone and concepted out a further 9 levels with the idea that each level takes around 20 minutes at most to beat ultimately I feel like if we had just another day we could of managed to get to at least a fully implemented  even if very rough level.

To sum up the concept in summation since how the theme was used wasn't in the submission we ultimately made,  the Light is Dangerous as it reveals all Secrets and Exposes you to enemies so you need to hide in the shadows for your safety (the plan was for 3 portions one to increase your speed and slow down enemies, one to create platforms (and create darkness) and one to destroy platforms(and open new pathways) ultimately as we submitted it I agree with the rating of 1(non-existent) for the theme I just wish we didn't have personal events come up across more then half the team members that really slowed progress but I am still happy with the work the artist of the team did along with the sound designer