LD53 Retro: The (Un)Delivery

Failed to submit once again, sigh.

The lessons are difficult, but are slowly starting to sink in. And despite failing to submit, this was a decidedly better run than usual.

What went right:

  • Deciding on a simple arcade style game, something like a 3D Lunar Lander
  • The core mechanic is like Lunar Lander - take off, fly around and land places. It's not great, but it works. :tada:
  • Worldbuilding: considerably more notes on paper before getting to the keyboard + diagrams and storyboards
  • Overall concept: love it - SCP meets 2001: A Space Odyssey. I want to play the vision in my head.
  • Leaning heavily on Unity UI features
  • New & updated learnings: shaders, old tv screen effects, and creating ambient pads in FL Studio

What didn't go so right:

  • Deciding that a simple arcade game was actually too simple and without enough substance - then pivoting to make it narrative driven without additional up-front planning. Yolo!
  • Muscle memory: spent the last year in Daz Studio and not enough time in Unity... had to look up somewhat more than was ideal
  • Secondary mechanics include powerups (oxygen and fuel tank pickup and deliveries) and narrative. Neither were completed before end of jam :sob:

New plan for October: Same approach as ld53, but spending less time in concept development and more time documenting required systems up front. Failing to properly plan the work was a critical failure, and blocked both secondary mechanics this time around.