Box ‘N Bash Post Mortem
This is the post mortem of Box ‘N Bash, as told by Budaniel (me), the programmer an artist for AAGH Games. Box ‘N Bash is the first Ludum Dare we did not livestream, which was a little unusual feeling but it was a conscious decision because were trying something new this time.
We had been aiming to start on 3D game development using Unity and decided that making a working game in 72 hours was the perfect time to figure it out. Aside from some tinkering around, I didn’t have any experience in C# or 3D graphics, which is a bad start seeing as both of those fall under my jurisdiction. My concerns were alleviated when a working prototype came together early on, and we finished on time, despite some last-minute bug fixing.
The evolution of Box ‘N Bash
The good:
- Learning a new (to us) engine in 72 hours
- Finishing our game on time is always a good thing
- We got a little bit of our trademark humor into the game
The bad:
- We left a number of incidental elements on the cutting room floor, such as the doors opening when the Box Goblins came out, as well as already-recorded sound effects and voiceovers
- The balance might be off, but everybody testing it had different opinions on its difficulty level so we just had to wing it and hope for the best
The WTF:
- The voiceovers didn’t come out as clear as they probably should have
The Future:
- We plan on producing a WebGL version this for the AAGH Game Center, our game portal site.
Well that’s all for this post mortem. If you haven’t yet, give Box ‘N Bash a look.
We’ll see everyone again next LD!
Tags: 2.5d, post-mortem, unity
