For anyone interested I’m going to link the video progression of the game. I understand the it is largely derivative but I was concerned about whether I could construct a complete game in 30 days having never attempted it. I choose a less sophisticated genre(1 map, 3 actors, low in content) to try and match my skill level with the time constraint.
I do have a good solid take away from the 1 game a month challenge. If someone were to ask me when I last finished a game I could answer “yesterday”. My issues with scope creep were also successfully beaten on this challenge. Just like the “lost my way” thread advises, the 1 game a month challenge, if you take it seriously, makes you pull out the scalpel and cut features viciously.
The original idea was a “pacman-like” with multiple maps and mazes. The best idea was a map where a spotlight follows your player and you had to remember what you’d cleared, while the carrots would illuminate the map while you were powered up. I also had ideas for a couple of different AI types. A wolf that moved slowly and would stop and disappear. (basically an ambush wolf) Nothing too ambitious but it turned out to be too much for a 30 day timeline while having a full time job.
So I cut out the multiple maps. I cut out all but two of the AI types. I cut out using a more featured GUI system and stuck with a hodge-podge Unity GUI. I would have loved to use some images on the HUD. I also would have liked to use a custom model for the main player.
The control system is functional but it’s still too easy to get stuck on the bushes if your input isn’t precise. I’d also like to play a death animation on the bunny when you get killed. I’m also unsure of the difficulty level. Some people have a hard time with it. Some people can clear levels without ever dying. Also the wolf animation is floaty. All of this could be conquered given another 30 day sprint but I’m going to retreat and declare victory.
What went right:
The Asset Store
all of the artwork is either my bad programmer art or models and textures from the asset store. Everything was free except for the rabbit and the wolves.
Bushes - https://www.assetstore.unity3d.com/#/content/13168
Wolves and Rabbit - https://www.assetstore.unity3d.com/#/content/4990
The grass texture for the playing field - https://www.assetstore.unity3d.com/#/content/13001
The rocks of the wolf den - https://www.assetstore.unity3d.com/#/content/4321
The carrot is free from blendswap.
The music is free from - http://www.nosoapradio.us/
The sound effects are from either Bfxr or Sound Bible.
Messaging System and State Machines
I focused on managing state with a home grown state machine system and a messaging system. I essentially built the functionality and then wired it into the game via messaging.
I also set up silos of functionality(service provider concept from soap or SOA paradigm) which made wiring in functionality trivial once the services were functional.
Unity
The ability to iterate quickly and imitate a REPL loop made developing a pleasure. I spent around 10 hours on plumbing and everything else was a direct “code to eyeball” relationship, which helps keep you in the flow. there are probably other game engines where this is possible but I’ve tried many of them and never had as smooth an experience as I had with Unity.
here’s the chronology.
December 8th - first video.
December 11th
December 13th
December 17th
December 22nd
and I already listed the final video in the original post.
Part post-mortem, part brain dump. If you’ve been tinkering for a while and are interested in finishing a game of some sort I highly recommend the 1 game a month challenge. It helps to remove the fear of “is this the best i can do?” and turns it into, “I have 30 days, and anything that compiles and plays is a victory.”