Having People Play Your Game

Is actually kind of weird. I got a couple of people to play my prototype. There were some complaints and and praises. Ultimately, I’m not sure if I can use any of the feedback actually given unless it was something that I realized was already off about the game. The feedback seemed to be focusing on the control of the character. While, I think the input is somewhat valid, in the sense that I think there was something wrong there; I don’t think the suggested solutions would be the way to fix things.
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Level Design Things

So far levels have kind of designed themselves Since I’m not ready to talk about my current project (I’ll probably end up abandoning it) I’ll keep this post general to level design. So far what I’ve done is just put together some mechanics. I created some simple obstacles to test the mechanics in order to see if I like the way they feel. To see if the character feels good to move and use its abilities, that kind of thing.
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Plans for Garbage Editor and Other Things

First, the editor I added some features as I needed them. Not sure what exactly has changed, but it does what I need it to do. The one major problem is that I’m not really sure how to architect things in Godot without making them sort of spaghetti. I should have made a signal manager (singleton with all the signals there), and use signals for all communication between nodes? I don’t really know how much I like that, but it seems like it’s the best choice there.
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Ecs and Timers

Entity Component Systems are great but, how do you make timers in them? First, a plug: https://github.com/Leopotam/ecs Great C# ECS library there. No generator, fast, small (if I was smarter, it feels possible to read the code and understand it in an hour or so). Back to timers. What I did that I thought was good Back then I came across someone talking about using a many to one architecture for timers.
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Do You Want to Win?

Wat? The results for the Jam are out. Shockingly, over 10 people played and rated my game. Apparently it placed 12th out of 45. Awful, but not too bad considering I wasn’t aiming to win. Should I have been aiming to win? Well, maybe? Now that I see the scores, I realize that it’s a completely different game if you’re playing to win. Frankly, winning a jam is saying that your game would sell the best out of all of the entries.
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A Game Jam

A sort of post-mortem Open Jam 2018: The more open source, the better. The theme was “SPAM TO WIN!” Decided to use Godot for this, simply because it’s a jam game and I still think that Godot and gdscript are great prototyping tools. It also adheres to the jam’s open source spirit. When I consider the jam’s theme, I try to come up with game mechanics that will reflect the theme.
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A Map Editor

I’m not sure that I have an ideal workflow when it comes to creating maps. I doubt I did and even after this map editor; I doubt I do. First, my workflow. My workflow and the old method In order to create my simple prototype style maps, I need some way of creating rectangles that will reflect how they will look in the physics world (usually VelcroPhysics). I used to use Tiled Map Editor.
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The First Flop

What did I try to do I tried to make a game within a week. After a week, it’s not close to done. The one level it has is not even completely finished. The basic mechanics are there. If I were to add an exit to the level I could call it “finished”. It would still need actual assets and polish in order for me to not be embarrassed by it.
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First Post

A test page that will linger forever.