Tsunami Takedown
9th Annual Chico Game Jam
This is a game where a submarine (that does not go underwater) fights a dragon (that does go underwater). It was made in 48 hours for the 9th annual Chico Game Jam with a team of 5 other developers. The team agreed to credit me as the Project Lead for my contributions to the design, team organization, and technical implementation.
Credits
Angel Padilla – Modeler
Eric DiGiovanni – Modeler
Kenta Fukuda – UI Programmer / Modeler
Samuel Simpson – Animator
Shawn Bradbury – Programmer
Conceptualization
As early as the brainstorming phase I worked to align the team by:
- Designing a concept that integrated ideas from everyone on the team, clarifying our goals, and helping create a backlog.
- Having an open discussion to find out what tasks excited each member, and designating tasks based on this.
- Making the Git repository and mentoring non-technical team members on best practices.
This phase was pivotal because it gave everyone a clear and achievable task within the first hour, which jump started our momentum.
Engineering Responsibilities
Given my background in programming, I worked directly on features and technical direction. My contributions include:
- Programming kinematics and collision corrections for the player controls.
- Implementing an animation machine. This required direct collaboration with the animator, since some root motion and state breakdowns had to be corrected.
- Handling GitHub merges as well as debugging and implementation for final versions of features.
Here are some examples of technical issues and how we solved them:
- There was a design misalignment in the player aiming script.
- I modified the code and discussed the changes with the programmer.
- The result was a system that clearly communicates where the player is aiming.
- There was a bug where the enemy AI would get stuck in the same state on loop.
- This bug seemed to originate from the AI being tested in a smaller scene, at lower speeds, than the final implementation.
- I worked directly with the programmer to narrow down where the bug might be occurring, then fixed the issue on my own.
- There was a design misalignment in the player aiming script.
Working With The Art Team
Throughout the project I supported the art team in implementing their assets in game. This included:
- Importing assets, correcting scale, applying materials, and implementing prefabs.
- Helping to design the visual language of our level.
- Creating a dedicated branch and template scene for level art.
- Implementing gameplay animations.
Animations by Samuel Simpson
Postmortem
Overall I’m happy with what the team accomplished, but there were a few speed bumps:
- Production issues:
- At one point I messed up our main branch while trying to resolve a merge conflict when I should’ve been sleeping. Though admittedly embarrassing, the problem was resolved quickly and we had no further issues with merging.
- We used personal branches instead of feature branches, since most of the team seemed more comfortable with this approach. Next time I would like to implement feature branches.
- Design issues:
- The game doesn’t give strong feedback to the player. IE a lack of HUD or effects to indicate damage dealing hits.
- Solution: I need to plan for these kinds of features early on, lest we run out of time to implement them near the end.
- Production issues:
Despite these issues, this was still one of the more successful game jams I have taken part in.
I think I’m most proud of the fact that everyone on the team got to contribute something that was significant and meaningful to them.