Reflections on GDEX 2023
Figma prototyping trial
We prototyped with Figma. We went with our original idea.
Our project was built with Unreal Engine 5. The starter content got us a long way for prototyping.
New work I explored in the jam
I learned about combining rotations Used rotations to open doors Player camera rotations
Learnings
- Establish early on what the fun part will be. That is where players will interact and where the focus should be. Fun can be in the movement, art, interaction.
- Simple mechanics to start with. You can build on them but if they are too hard then it blocks exploration of the rest of the game.
- Difficulty mechanics can backfire. If its too hard and difficulty increases, its even more impossible.
Follow the structure
- planning
- brainstorming
- can scope down
- first idea is often the best one, but can pull other ideas in
- dont worry about originality, can take games and add a twist
- plan out what you want
- limit your scope
- divide your systems and mechanics
- complete a simple one
- MOSCOW method
- must, should, could, wont
- brainstorming
Release
In total, we had 6 dev builds for playtesting and 3 release candidates. Doing many builds was the right decision for sure and let us find issues early.
https://foolofatom.itch.io/indoors-game
Future Thoughts
parallelizing work
- UI stuff
- title, settings
- in-game widgets
- sounds
- art
- models
- materials
- decals
- gameplay
- big picture programming
- programming the individual pieces
- characters, ai, nav, movement, puzzles, features