Post-mortem STL RNNR

Day 1
Our first idea was to make an infinite 3D runner where you can walk on anyside within a cube. (You can run up a wall and the gravity will point towards that wall.) But our programmer didn’t have any breakfast so the gravity changing character controller was not advancing fast and was not done by dinner.

During dinner we decided to ditch the gravity idea and make it a generic platform jumper, but still infinite. This way we could reuse the art and make the development of the character controller a lot easier.

However what we did not know is that our versions of unity were not compatible, so the art, inspired by “De Stijl”, had to be redone entirely. After realizing this we decided to get drunk on one of the largest student parties in Europe (just 100 meters away from us).

Basically this meant we had no-game at all after day 1.

Day 2
We worked hard to remake everything and build the new idea. Everything went pretty smooth, besides the hangover. Nothing interesting happened.

The game looks not unlike the end result:
STL RUNNR

Day 3
We did some quality checks and build a few extra obstacles. We added an online high-score system, and other fancy not really required stuff. But noting to much since we had other work todo (you know, mondays).

You can play our game here!

(This is the part where you play the game, so you get the referenced below.)

Day 4
A national holiday, also we got a new king. Not that we noticed any of that because we were asleep, almost the entire day.

Day 5
Today!
A lot of friends were playing our game today: a lot of cursing and some addiction.

Later
We decided that if we have a top 63 jam score (for overall or gameplay), we will make a waaay more awesome version of the game, with true procedural generation, a better scoring system, easier jumping, a better time penalty, a lot more content and better use of the 3D space. (Not that we think we will get top 63, that’s why we dare to promise this!)

Well, enough “what if” talk, thanks for reading ๐Ÿ˜€