
Overview
Hull Breach is a game about surviving on a ship as the doom of holes and enemies come to overwhelm you. As the game would progress, the hole would grow bigger and bigger to a point where the player is almost certain to be killed. But to avoid this the player can repair holes. The only other issue is that enemies spawn out of these holes as well, which is another threat you have to fight off.
Contributions
Here are some of the responsibilities/contributions I added for Hull Breach
Player controller with weapon
The player controller was a more basic player controller that would just allow the player to rotate. However, the complexity was more with the data and the player's weapon. Implemented with the weapon was some modularity to simplify the process of handling different types of weapons that have different properties.
Item pickups
The item pickups were likely the most complicated part of this small project with attempts to set up random powerups that do different functionality depending on what you picked up. This was in part to have the same value of doing the modularity for the weapon in that to allow custom items to be done.
Challenges
Hull Breach presented many challenges as it was a game jam project, crunch started as soon the clock started ticking. However, I also placed challenges in front of myself which hurt the game in production but was in attempts to make something of high quality. Never the less, here are some of those challenges and how I either did or would have overcame them.
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To much complexity
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What had occurred during the jam was the aforementioned complex systems I talked about in my contributions in which those systems had taken to much time than they really needed.
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This had been due to my lack of knowledge of what I was implementing for the item pickup and weapon systems, however after implementing such, I did get something out of it.
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How I would of/should of handled this was implement something that would be likely super rudimentary and likely to be unoptimized in the sense of how much code would be added. I should of then build off of that whenever able to, but overall the plan for this game should have been to get all basic functionality.
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Finding the design
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Game jam projects have it hardest in finding the design of the game. In my The Fall game, I mention that I believe this step could of been handled better both from myself and the team. But in learning from The Fall, I went a different route in ensuring that there was a more solid design in the sense that things were communicated enough to the team to get an understanding and add to it rather than discover what the game was meant to be.
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