So much to do, so little time (when you're late at the start)


I was thinking about another idea I had for the jam, but didn't really get going. Up came the request if I could join the other guys and help them coding. Discussion about the game setting was mostly over but what was on the table looked promising, so I agreed.

Next evening I found out that nothing really was done so far beyond the design discussion and initializing a git repository, so I quickly threw a template project together and provided several playground scenes for everyone to work with.

Then I started working on getting to know the FPS player controller asset I didn't have used before and finding out how to add custom actions to it, which took me way longer than expected already due to some stupid typo I had.

At the end of the week I was starting to set up the core for an interaction system, but unfortunatly I was working a bit into a void. Vacation time had taken its toll it seemed. Fast forward to this week's Wednesday while I was step by step adding some stuff to the interaction system and connecting it into the narration system that Darexi provided.

As it turned out, at some point the end of the voting time was accidentally taken for the submission deadline. When the other guys got aware of that they frantically started building some environment assets to build a level from.

This morning we had the (highly downscaled level layoout ready), and when I was avaiable for the final crunch, at least the few things we had came together.

There are some things that are not in use in this tech demo, and a lot of things still in the backlog for expanding the game after the jam is finished...

So stay tuned for further updates!

Get Codename "Project Johnnyboy"

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