Hi guys!
Another jam finished, some time passed and now I finally found some time to reflect my experience with LD 51 and making of NN7 Guardian game.
Day 0
In our time zone the jam theme is revealed 1 am saturday. And since most of our team are boring office workers we have pretty strict sleeping schedule and we can't plan a lot for the night. But it's already a tradition to gather for one hour to discuss the theme and do a brainstorming together. I personally didn't like the theme, because it sounds to narrow for me, but we are where we are. This LD we didn't went with any fancy visualization, but we got a few ideas to play around:
- Rollback level / player every 10 seconds - this was thrown out because it's literally the first idea you come up with and we knew a lot of people will come with it
- Remove players HP every 10 seconds (or similar) - this was also thrown away quite fast, because it was very formal theme match and also quite a simple interpretation
- Turn based game with 10 seconds limit / cycle - this was quite interesting one (btw there is really good one called Ticktock Tactics by @excy and @cral)
- Play with level, extend it for example every 10 seconds
- Super hot in 10 seconds, where the time is going only when you doing something
- Space jumper (which actually on brainstorm was in two options with dungeon crawler and space jumper game) - the one we come up with. The idea was to push player out of comfort space every 10 seconds
Day 1
After not really long night we gathered together and decided that we will go with another space game for LD. Yep, that's kinda third one in a row :blush: I probably will insist to create something different the next time!
My responsibility in the team is mainly look & feel, however I also coordinating the process, helping with code to @ramonvicious, making UI, binding sound and balancing the game. However the most important part is how our games look. I started straight away with mothership model and texture to fix the art style and make for us some anchor to build everything around (on the picture below all models, except utility ones from the finished game)

While I was making this model Roman already completed some basic mechanic with gathering resources, state machine and make it everything more or less moving together, but I hope he will write his Post-Mortem later.

By end of the first day we had a draft prototype of the game and most part of assets to play around, but I really wanted to figure out how to make a portal between levels in a way that player won't spot the change of decorations. After playing with camera and effects I got a result, which was fitting my wishes pretty well and was almost identical to what you can find in the final game.

Day 2
In my mind a space game is always first of all a space around the ship, not a ship itself. It was clear that we won't be able to make a whole universe around the ship, so I decided to try simplify and randomize everything I can simplify and randomize. I'm quite a big fan of randomized assets, since they are working usually quite well and making game very visually reach, even if you have quite limited amount of efforts put into assets. If you are interested there is a separate article about our LD 47 entry regarding my approach.

Actually that fact that I decided to make 3D game helped a lot with making picture adorable and cool to look at. Behind the scene the space is actually quite small, but what's important is that there are a few tricks:
- All the stars around are randomized using 4 different assets and some color grading
- Sky sphere and the sun are never matching the color to produce a cool combination
- There are 7 manually picked colors to choose from
- There is an additional source of light for sky sphere lighting
- All assets are slightly randomized - sphere rotation, sun size, sun rotation etc

Other part of the day was consumed by small assets we need - small ships, trail effects and asteroids. The second day was also a day when we've finished the gaming cycle, added asteroids and enemies, binded most of sound and finalized the code to some playable state. However there were plenty of work to handle during the next and final day.
Day 3
The third day is always really mentally challenging for me. Same as with LD 49 we didn't have anything even close to the product after two days. I was even barely playing in what we have. And even tho it was looking good we had to make a few important adjustments to make it really be a game. I hope Roman @ramonvicious will share more about development & game related stuff, but even from look and feel there were a lot of small issues to fix.
I won't mention everything, but a few were pretty challenging for me. The first one was game victory and game over. If the first one is pretty easy to show the second one is for sure more challenging. For small ships we came with just removing a model at all with small amount of particles, since it won't be really visible anyway. For the mothership it was clear that it should be more visible.

On the picture above you can see two things. First of all damage indicators (grey spheres, which are actually bunch of emitters in the game), which are making damage to mothership more visually clear for player. Second thing to notice a slightly changed model (actually just cut in half) with additional parts to make it more like a wreck. Actually it was already done in hurry and I didn't have a chance to make it properly. However it worked pretty well in the game with animations and effects.
The last but not least part was UI. Yes, we didn't have a lot of it, but anyway we had to construct it. I have a UI designer background, so it wasn't really complicated for me to come with something meaningful in a limited amount of time. And thanks for event-based design in code we usually making it was quite easy to bind everything together.

The publishing and panic in the very end is not really something I'm proud of. I was able to slow down and play finally a game a few hours maybe before the deadline and it was surprisingly working pretty well. We did a few adjustments in our spawn balance but in the end it wasn't anything critical.
Fun fact - we literally came out with the game name at the last 10 minutes before pushing the final build.
Conclusion
LD is always a challenge. It's never simple to make a cool game in a limited amount of time no matter how many people are working together. I am actually pretty proud of what we ended up with, even tho in the process I felt like everything is just falling out of hands. I will definitely participate in the future and hope we will reach even better result in gamecraft.
Sorry for taking a lot of your time for reading this post. I hope you have enjoyed the event as we did and I wish everyone the best score and new achievements in the future!