Week #1. Diving Jumps
Already finished my first game in a week!
Started this project last Monday March 2 with an idea I already had in mind. I wanted to experience the tilt properties of mobile devices accelerometer in some idea easy to implement so I thought "try with a dodge game".
Made an square that moved left and right tilting my mobile and spawned balls in random frequency from top to down. From here I began to build my idea. There would be no square for player but a diver that falls from the sky to the water. No balls to avoid but moving birds and some collectable items as clowds shaped like acrobatic postures. Make as many acrobatics as you can before reaching water! It feel funny before and happily feels still feels fun now :P
Here are a short What went right - What went wrong postmortem:
What went right
I finished my first #1gameaweek!
Since I am a game designer not a pure programmer I feel satisfied with my programming issues resolving. On thing I was afraid when I proposed to do 1GAW was my unskill to program some technical needs or specific game mechanic but I found cappable to aproach to liquid physics or hardware specific properties like accelerometer. Must say that using Game Maker Studio helped that a lot due to its easy to use prebuild functions and a rich-in-answers forums community.
Despite I'm a bit late in writing this report (should finished it by Sunday 12PM) I acomplished satisfactorily all milestones. Ended prototype development by Friday, showed to friends and recieved cool bugs and concept feedback on Saturday (had a necessary rest too) and build this blog, create and itch.io user and published the game today. And feel that there is margin to optimize the process.
I had nice encouragement from my entourage, friends and girlfriend. They felt my motivation with this project and pushed me at this moments when I was demotivated or in a procratination mood (there was a lot of them!). That was so helpfull.
What went wrong
Too much auto pressure. Since I was so inspired with 1GAW project, I unconsciously put too much pressure expecting to accomplish all goals, and not deceiving all this people al talked with what i wanted to do. Didn't realize that actually I was scared to deceive myself. From Monday to Wednesday there was a lot of procrastination, doubts and excuses like "maybe it's better if I continue with my ready open works, they were doing good and could be bad to stop now". Must say, that one week later and 1 prototype finished I miss a bit less my previous work ^^
Related to the above I put the typical expectations on the idea. I wanted to make a great-small game with lot of minifeatures, levels, menus, tutorial, score screen... It cost me some time to accept to focus on the core mechanic to make it fun even if completely finished at first play.
Like I said, I'm not a pure programmer. I "lost" almost two days to program a fucking jump mechanic with acceleration and fricction. I'm neither a physicist! Could'nt work on game rhythm as I would because of this.
It's not really bad but now I feel sad not to continue with this prototype and at this moment I have no idea for tomorrow's new game!
And that's all for now, hope you like the prototipe if you play it and see you next week!
You can download this prototype for Windows and Android by this itch.io link










