There's a 1.1?
Here we are, at a significant moment in the life of this software. As the first and, unfortunately, the sole title 'on the market,' this software holds a special place in my heart. I never thought I would update it, but here we are. This update, though seemingly trivial , is a significant step forward for us.
Ok, so what's the actual update?
The work, as promised, has been miniscule.
- Updated Combat
- Credits Scene in the Main Menu
- New SFX
That was lame; I heard there was a post-mortem, at least.
That I can provide for you, my sweet Baby Orc. The game development process was short yet sweet, and as such, the post-mortem will have a similar update. While this is meant to be selfly scrutinizing, I thought in light of this being a rather successful creation that I should celebrate the accomplishment in the most honest manner in the following.
What were the original objectives and criteria for success?
The original idea, while by no means sacrosanct, was to build a wave-like experience similar to previous Retro RTS titles in the past. Certainly, the most important idea was to, at minimum, have "fully fledged" recourse, combat, and building mechanics laid down for a functioning game with the minimum due of art, and sound effects. So, as summarized:
- Functioning game loop along with prerequisite mechanics.
- The minimum due art that was necessary to make the game look polished.
- An authentic feeling of Retro RTS games.
What were the major accomplishments?
Undoubtedly, the most significant accomplishments that came to fruition thanks to this project were primarily related to programming. The art "department," due to a lack of time, had multiple missed goals that were in place. Subsequently, the most significant areas of learning and self-improvement of my skills were in programming. The tremendous output, while sloppy, that I(the sole programmer) was able to produce under pressure was phenomenal in my mind. But of course, it's soon that I highlight my mistakes. With enough gloating of my own ego, the major accomplishments were the following:
- An Active Pathfinding System that reacts to its environment.
- A grid system able to support dynamic Game Design ideas.
- While not implemented, a dynamic building system that allowed rotation with abnormal grid requirements(i.e. 2x1 or different columns having a different number of grids taken).
What went wrong and what can be done to improve this mistake in the future?
Unsurprisingly, I missed many further goals, mostly due to the time constraint imposed by the Game Jam. My unplanned development process often made the entire process chaotic, and I spent more time than necessary on less-than-trivial issues that arose. The major features that were missed were combat and menial labor animations. That being said, there were many other missed objectives, such as a fully-fledged UI. The most substantial step that I can take in order to save myself a multitude of time on my next project would be to plan, plan, plan.
Files
Fortelm: Humans & Orcs
Realm Time Strategy wave survival game, made for the 10th Goedware Game Jam. The key is micromanagement.
Status | Released |
Author | Project Prometheus |
Genre | Strategy |
Tags | Real time strategy, rts |
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