Devlog 1: Post Mortem
Post-Game Jam 138 Release!
With the release of our second build for Cyberslicer Build 2 (Lighting & Graphical Updates), where I have finished all the lighting, scene props, and visual effects as well as compiling the build using Unity's URP graphics pipeline.
To cap off this release, here is a postmortem devlog.
What Went RIght
Everyone working and contributing to the game worked really well together. Thanks to chakibehappy's a programming genius, we managed to squeak out a release despite starting more than 2 days into the start of the jam.
We also got some really awesome, fitting game music and SFX by sammykh, who nailed the cyberpunk-themed music.
What Went Wrong
We originally planned to do several different types of puzzles, plus a hacking minigame involving fighting when you're "hacking", however the guy who volunteered to do the puzzles just left without a word, so we could only do one type of puzzle.
I was doing all the 3D art which I could handle fine, but this is the first time i've done level design and adding the final touches in terms of lighting and populating the game level, I underestimated the amount of work, complexity and fine-tuning needed to set up indoor lighting, which turned out to be considerable.
In the end, we submitted a build by chakibehappy, who went the extra mile to squash bugs (like the enemies seeing the player through walls) and stepped up to design and code the puzzles.
What I Learned
Learned a lot through this gamejam submission, one of which is to plan contingencies when things don't go according to plan.
Other technical stuff, is not to dump a whole level as a single mesh to texture as it is both inefficient as it lagged my PC when working on it, and the texture resolution is not as good as I would like, and the fact that Unity really cannot handle absolute values for textures (my metallic textures were showing black and too dark, as they had a metalness value of 1, found after hours of messing with settings that it shows fine with practically any value below 1.0).
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