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Thanks for the great feedback. We were really pleased with how much we managed to do and how it turned out. We spent a bit of time creating the floating up death animation in Blender to get that effect and we were really pleased with it. It's great to see them float all the way to the top and off camera. 

We really wanted to be able to make an informed decision about who you could shoot and what the chances of hitting them were before you moved to a cell and took the shot. We also wanted to add the chance to "be hit" from units that could see you from a target cell as well, but didn't get that in there before the deadline. The line of sight indicator is solid if it's 100% chance to hit (and 100% means you will hit, looking at you XCOM) and dashed if it's less than 100%. Targets you can't hit have no lines drawn. If you press F1 you can also see the 100 ray casts we send out from the character to a capsule to determine the %age visibility. Red lines would hit something else, green would hit the target.

The mouse sensitivity was a real pain. Because we wanted to be able to mouse wheel to change the height of the cursor but stay on the same vertical column, we had to warp the pointer to the center of the cell above. It turns out it's very hard to warp the system cursor on most platforms (especially WebGL), so we had to create our own software cursor that we tracked internally, but at that point we didn't have access to any of the system mouse configurations (Windows/Mac/etc.) for pointer speed/acceleration so we just matched it to our local mouse settings, which are probably way too fast for most people. We'll try to get the system mouse information next time (Unity Input.mouseDelta is in a unknown unit, it for sure isn't pixels).

When we do game jams we spend all the jam time on the game, taking time off work (and family) to get it done to the best of our ability. So in effect we had most of 14-15 days with two of us working on it (graphics artist/game designer and programmer). This is how we managed to get so much done. We did use a few off the shelf Unity asset store assets too which we'll list in an upcoming blog post.

Thanks again for organizing the jam. Sign us up for the next one!