Captain's Log Day 2
We've completed not one, but two days now. I'd like to start posting these at the end of the day, rather than at the beginning of the next day, but it's so hard to drop momentum while actually making a game in favor of talking about it instead.
We set a list of goals for each day and mostly reached them by about 1 AM this morning? One of the shortcomings we felt we had at the end of our last jam is that we tried to pack too many features in at the expense of more polish. We're trying very hard to not make the same mistake. The major mechanical goal for Day 2 was to have all of our various widgets (slides, buttons, dials, etc) functional and interactable and most importantly, simple and modular. Every dial should be usable in a variety of circumstances. Each button should not only trigger as a one-time press, but also as a toggle. Every throttle should be able to report increments or simple on/off. We really wanted to emphasize one size fits all. Once we had that we wanted to also get each of our stations outfitted with the requisite number of widgets for our imagined gameplay. Once we had those functional and placed in a scene, we threw some audio on them so that we had not only visual feedback, but also an audio
cue to let you know that things are working.
In addition to our widgets, we wanted to have a meaningful pause UI. That meant laying out tabs, linking buttons, implementing sliders for audio buses and finding just the right shade of Windows XP blue to use in the background.
Once we had these in play, we took a little bit of time to shine things up. That means some CC0 music for the title and some CC0 sound
effects for a low engine hum, the pumping of air so you don't suffocate in space and of course some footsteps that change depending on if you're crouching, sprinting or just walking. Also, if you look down now, you have legs! We also added some fades to make the transitions less jarring.
Overall, it felt like a good second day. It's a nice change to feel like we may actually be slightly ahead of schedule, especially in something that feels ambitious given the size of our team and the time constraints. In school, I was always taught, "fall behind early so you have time to catch up." That seems like the guiding motto right now.
Once again, on behalf of the team, we appreciate you giving our project some time and attention, and we look forward to your feedback.
Signing off from Day 2,
The Crew
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Manual Override
Nothing can go wrong...when you operate the worlds most okayest ship and load it with super safe cargo.
Status | In development |
Authors | nerdwellrounded, pheasty, formerfakegeek |
Genre | Puzzle |
Tags | Atmospheric, First-Person, Global Game Jam, Low-poly, Point & Click, Sci-fi, Singleplayer |
More posts
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