Month: September, 2013

With Spacecrash we’ve seen how to complete a game. Here are my conclusions and next steps.

sc-action-screenshotI started the Spacecrash one-week-game series with a question: “Can you write a game in one week?”. But the main point was addressing the reasons why people get stuck trying to complete their first game: be it for lack of technical skills, excessive scope, or a lack of a clear game concept and focus. After dedicating the whole last week to doing the project and sharing it, I’d like to review the thoughts of that first day in the light of what we have done.

[Note: I am not calling this a postmortem because there is one pending thing I still have to do, which is to balance the gameplay difficulty and content generation. I plan to do this in the next few days and do a proper postmortem after that. But I did want to think about and post the conclusions shortly after finishing the series.]

How did Spacecrash help with the main reasons why peple don’t finish games? Here are the details:

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Spacecrash day 7 of 7: game complete!

Screen Shot 2013-09-01 at 11.04.16 PMOk, so the last day arrived and I had a chance to do the following critical things:

  • Fixed the pending bugs (hopefully all of them)
  • Adjusted gameplay: completely removed fuel, and removed manual accelerating/braking
  • Added sound effects for crashes, explosions, rockets, spaceship engine, etc…
  • Added particle-based explosion effects
  • Added cool techno background music
  • Added score to in-game UI
  • Beautified main menu, completed info & credits
  • Made the game save and restore options and current progress

The end result is that we have something that looks very cool, watch:

Spacecrash: Day 7 of 7 from Jon Beltran de Heredia on Vimeo.

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