Portmortem
Fracture Protocol » Devlog
- What were your inspirations for the game?
- The game theme and mutator really, I didn’t have any concept pre-jam. The only thing is that I wanted to try something a little less actiony and a little more cerebral.
- Did the final submission differ from your initial concept? How?
- The intended concept, no. The only difference was some technical aspects I could not implement due to the time constraints. Over-scoping is really easy and sometimes cutting back is required.
- What was the biggest challenge?
- Making mistakes due to the perception of a time constraint and feeling that going back and fixing them will be a big task. In retrospect, the shortcuts that I made at the time to save time, probably took more time later to compensate. When I did go back and fix them after the jam, it really only took about 20 minutes to correct.
- What did you learn?
- It’s all building blocks, I have definitely built on what I was already trying to achieve in previous projects. The skill that I have brought over from them and improved upon is the learnt skill that I value the most.
- My current engine of choice is pygame. I chose this not for its features or that it is cutting edge. I chose it because it allows me to use the language I find most fun and really control everything about the game I’m making.
- What was your favourite part of your game or the jam?
- It’s always a great feeling when you overcome some problem that was hard to solve initially. But the favourite part is when it all comes together. You make a game, in like a week. It’s pretty cool in my opinion.
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