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(1 edit)

Thanks, originally there was but it was too much for myself to handle to implement the original premise in the time I had and I gave pretty much everything I had to get it out in this state. I had to make some hard decisions about what the bare minimum submission would be. Originally, there was the idea that you would try to achieve an objective and there would be obstacles that required you to think about what actions and context could get you past a barrier, the first would be the player controlling an NPC and throwing the player slug over a wall which was nearly in the submission but I had to cut it due to instability and being unable to resolve that instability in the time I had.  The major lesson I learned in that respect was that I need to implement a good finite state machine to handle action behaviour. It was essential and something I should have properly implemented instead of trying to cut corners to save time because the instability from that decision caused a large chunk of my time to go to debugging those problems that arised from that, particularly as the number of NPCs rose and those problems became unavoidable.