Usk Productions Blog

Preggo Game Jam progress 2023-05-20

Posted by Usk Productions on .

Final Weekend Crunch

It's been a wild couple of weeks. I'm in heavy crunch mode to get the game in a publishable state before the game jam ends .

I did finally manage to get the perspective math working correctly; it turns out that foreshortening is hyperbolic, which makes sense because it would have to have asymptotes. The vertical asymptote is where the object passes behind the camera, and so has infinite apparent size. The horizontal asymptote shows that you'll never get a negative scale however far back you go.

I also reworked wing flapping so that it uses the same air resistance system as gliding, instead of being a simple thrust in the normal direction.

Unforunately, I'm only getting to the actual level design and story sequencing stuff this weekend; I didn't have any time at all last weekend and I was too tired after working my day job to get much done during the week. So far I've got a couple "fly through rings" challenges and a combat encounter with enemy airplanes, plus a few cutscenes with static art.

My original plan for the story had about 40 bullet points, but there's no way in hell I was going to get that done for the game jam, so I stripped it down to a 9 bullets. Maybe I'll do something with the full version at some point, but I already have a huge backlog of stuff.

Based on my outline, I think I need to make 6 or 7 more pieces of cutscene art, as well as a few more in-game art assets. I think it's doable, but it'll be a lot of work. Plus I haven't thought about sound at all yet; I'll probably just grab some Creative Commons music this time instead of making my own.