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Title: [A js13k Game] Pariah Post by: Gagz9k on September 17, 2014, 05:34:47 PM The day after js13k 2014 (http://media.tumblr.com/501c2c28c36975242cb039290d1ee09d/tumblr_inline_nbyqnfIlIw1qct0aw.jpg) (http://js13kgames.com/entries/pariah) Quote This was originally posted in our Tumblr (http://luduspactum.tumblr.com/post/97597194867), and was written by our coder. Reblogs, comments, questions or critics are more than welcome! The js13k compo is over and we enjoyed it a lot. We have experienced lot of feelings and we have a bunch of things in our heads. It has been a really fun month in one of the most awesome compos we have done so far. The main reason? The size constraint. Here is our post mortem. If you haven’t heard about this compo before let me give you a brief summary: you have to develop a web game where the file size can not be bigger than 13kb (13213 bytes to be exact). There is no space for frameworks, helpers or for that library that you love so much and make your life easier. Even the assets could be a luxury. We tested a lot of frameworks and even the simplest was around 21kb so our approach was to go with pure javascript and create everything from scratch. Our entry is a retro rogue-like game called Pariah. It is a mix of HTML canvas, CSS and DOM handling. (http://media.tumblr.com/3e02b172a928381bf3096039d8646b5c/tumblr_inline_nbyqp3eNXv1qct0aw.png) What went right
What went not so well
What we missed The most painful part was to renounce to the idea of adding sounds. I did everything I could but I wasn’t able to find more ways to reduce the code in order to include the sounds library (around 2.5kb). So we had to drop it. We missed the particles system, two more levels, a nice fonts like the ones @jackrugile used in Radius Raid, a fancy battle system with power combinations, vulnerabilities and a couple of enemies that were in the initial design. Conclusions and recommendations (http://media.tumblr.com/69b10ee8bccebd55ed29b16add8e7c9c/tumblr_inline_nbyqqk35Fd1qct0aw.png) The compo is an awesome experience and if you consider yourself a game developer you should participate. It’s fun and you will learn A LOT. Keep in mind that you probably won’t be able to put all the fancy things that you imagined for your game at the beginning, so try to prioritize things. We had to sacrifice sounds in favor of AI and procedural level generation. If sound is vital for your game, reserve the space it needs at the very beginning. Don’t try to develop the next Battlefield or the next Call of Duty, focus your effort on simple but fun ideas. The basic stuff sometimes require more time of what you think. For me it was incredible useful to create a ToDo list with daily goals. That way I was able to plan what things were more important, when should they be ready and how much time I will invest in each one. Be ready to chop things down. Rethink, redesign or rewrite. Sometimes is the only way. Optimization is a delicated part here, give it the time it needs. That’s pretty much everything so far. Now go and check out our game, share with your friends and let us know what do you think: http://js13kgames.com/entries/pariah (http://js13kgames.com/entries/pariah) Feedback is more than welcome! The source code is available on Github: https://github.com/satanas/pariah (https://github.com/satanas/pariah) By: Wil (http://media.tumblr.com/1cf1865ddb8346190c8a8f039ce9e16f/tumblr_inline_nbyqv86V1b1qct0aw.gif)[/list] Title: Re: [A js13k Game] Pariah Post by: Gagz9k on September 23, 2014, 04:20:27 PM Hi guys,
The result in the competition is out there, we didn't make it to the top, but, to be our 2nd game ever, it wasn't so bad either, I think (I think?) (http://i.imgur.com/nF0RZGU.jpg) I believe that being unable to include sounds, let alone a BGM really hurt us in the overall competition. And videogames being a 3 ways medium (mechanics, graphics and sounds) in the judges eyes we made an incomplete game. 13kb really put us under pressure to make the game we wanted to make, including the game jam topic and doing it without a sea of bugs. Actually the host of the Jam tell us that he particularly liked the game, but not all of the judges did as well. (http://i.imgur.com/LdoTQXX.jpg) What I now would like to ask (and this being TIGSource I think is a rather good place to be asking this) is input in this game of ours. Feedback. What is fun, what is not. What are the mistakes. What is good. Yes, a 13k game hardly show of what we can or want to to do, but it's a game never the less, a game that we did. And if we could have a feedback on it, we might learn sometime (more than we already did) from it. Any, and all, comments will be highly appreciated. Bests, Alex. Title: Re: [A js13k Game] Pariah Post by: LanziVision on September 23, 2014, 10:28:05 PM I really like this concept.
Graphically I wish that the outer edges had a less that 100% alpha at the beginning even before you find another torch. Also I didn't understand at the beginning that I didn't have an attack and I had to avoid the bad guys until I found something else. But I enjoyed it! Congrats on the contest! Anything is awesome!!! Title: Re: [A js13k Game] Pariah Post by: Gagz9k on September 26, 2014, 03:10:50 PM I really like this concept. Graphically I wish that the outer edges had a less that 100% alpha at the beginning even before you find another torch. Also I didn't understand at the beginning that I didn't have an attack and I had to avoid the bad guys until I found something else. But I enjoyed it! Congrats on the contest! Anything is awesome!!! Super glad you enjoy it a little man :D And thank you very much for playing it, and writing us about your experience. We are taking all the feedback we get from this game, to learn for our future ones. :) Title: Pariah Gameplay Video Post by: Red Phantom on September 06, 2020, 07:34:48 PM Here is a gameplay video of your game.
https://youtu.be/KbwQvPpaC18 I really liked the game, if you are looking to further improve the game here are my suggestions: 1. Add music 2. Add sound effects 3. Add a small explosion effect when enemies die What I liked: 1. The walls, doors and player graphics. 2. The 4 different abilites/elements 3. The gameplay: having to find the key to doors rather than simply just going through doors 4. How only a small area around you is visible as opposed to the whole room being visible |