Preggo Game Jam progress 2023-05-20
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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.Final Weekend Crunch