Hazard Saviour - Post Jam Breakdown

Title.png As usual I'd thought I'd do my quick post jam break down of my game for LDjam 53.

Dawn of the First Day

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As tradition, I didn't quite like the theme Delivery, so the beginning of the jam I kind of took it slow. I wasn't really feeling it and I honestly thought I would drop out after working somewhat slower and lacklustre than I usually do.

Saying that, I did straight away prototype a "Crazy Taxi" kind of game where you pick up and drop off passengers around a world. The original concept was 3 smaller worlds where you would fight through enemies, earn cash and upgrade your character. You'd unlock a new level once you hit a certain credit amount or drops.

So the first day really consisted of designing the gameplay, making weapons, creating a few enemies and just getting the main base down. However due to my somewhat laziness on this first day, this ended up spilling over into day 2.

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Dawn of the Second Day

So the second day was upon me, after getting quite a bit of sleep (10 hours, which is unusual for me during a LDjam) I set down to finish the main base of the game. During this period I set to designing the passengers, level graphics, area gimmicks and some of the music for the game.

biomeemforest.pngbiome/emaqua.pngbiomeemlava.pngbiome/emtemple.pngbiome_factory.png ( The areas/biomes of the world, Forest, Aquatic, Magma, Temple and Factory.)

It was at this point where my decision of actually sleeping and taking it a little more relax came to bite me in the backside. I knew at this point I wouldn't be able to make three different levels with a decent size, so I began cramming it all into one massive level. The knock on effect this had is that a lot of the code was based on smaller size stages, so the direction arrow became a bit wonky at finding the best path :/ Sadly at this point it was too late to really edit it and fix it. I also thought I would have enough time to add a couple of a bosses that would allow a "warp" point between both ends of the world, but again due to lack of time I had to scrap this idea, even though I add most of the code to make this work!

In hindsight I should of shrank the world down and knocked off an area. This would of given me a little more time for extra polish, stopped the player from getting a little more lost than I intended and also given me more time to add in music tracks for each of the areas.

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Dawn of the Final Day This time I hardly slept, this was because I had the huge task of actually plotting out the world and making sure it all worked. For the next 20 hours I was building the main world, editing the menus, adding in a shop and doing the main bulk of the world.

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It was at this point I knew why in the past I never really sleep during game jams! Although in my older age I know that my body can't quite take that sort of punishment anymore! (I'm still feeling it now!) I honestly thought I wouldn't get it finished but luckily I finished it in the nick of time, even though I had to cut out a few things and I didn't get the polish that I usually do. I had to for-go unique tracks for each of the areas and a snazzy intro art.

But it's done. I'm not super happy with this one but still, it's better than I used to do back when I first started.

Next time I'll try and give it a little more, but damn I'm getting to old for that haha.

Play Hazard Saviour here: Itch io Page: https://sinclairstrange.itch.io/hazard-saviour

LDjam page: https://ldjam.com/events/ludum-dare/53/hazard-suviour

(I was that tired at the end I spelt the name wrong on my LDjam, oh well!)

Watch a full playthrough here:

https://www.youtube.com/watch?v=2wMECSq2Wtk

Anyway I hope peeps had a fun jam, looking forward to this weekend where I can play lots of games and see the wicked cool stuff peeps made!

(A full map of the world is here:) Full Map