I guess it should not be surprising, after reading many of my previous status posts, that things have changed yet again. It seems like I never want to release this game. This time, though, there is light at the end of the tunnel.
After several attempts at trying to create a “Shmup” version of Space Mission Survival, it has finally occurred to me that I do not like any version I put together, and I should temporarily abandon the attempt, since that is the only thing holding up release. Instead, I decided to clean up the currently complete version of the 70s, 80s, and 90s modes, and release a beta on itch.io as soon as possible.
A lot has changed in the Unity world since I completed that version in 2017, and loading up the project resulted in a lot of errors and warnings. I’ve also learned a lot along the way, and some of the ways I went about coding the game makes me cringe.
Right now, I am migrating everything to a new Unity project, again keeping most of the code. When I get a playable version, I will release it on itch.io in beta, and then as a full release. This release will only include the 70s, 80s, and 90s styles, the “Classic” Space Mission Survival… with some minor enhancements for each decade’s mode.
Progress is great! I think I will be able to get an alpha version out on itch.io very soon!
It’s now been two years of restarts, and one year of a completed version sitting on my hard drive. The only delay in the release was that I wanted to add a Shmup mode to the game. Maybe I will one day, but I am no longer making that a priority.
I normally publish a Post-Mortem of my Ludum Dare game while the review phase is still underway, but this time I purposely decided to post this after judging is over. I didn’t want to influence the ratings given to me by people playing my game (in fact, I didn’t post a “play my game” message either). Since voting is now over, this post will be a combination Post-Mortem and review of my results.
This LD was probably the most difficult one for me… so much discouragement. I had a very difficult time deciding on an game to develop. Once I decided on my game, the development was such a chore.
Day Prior to Theme Announcement
I like to review the possible themes and put together a short list of games I would develop if that theme were chosen. I was dreading this theme, Combine 2 Incompatible Genres, because I could not think of anything I really wanted to develop.
Of course, this theme is announced and looking at my sheet of ideas, there are none. I usually give myself about an hour to put together something before I start developing, but this time I am into Hour 3 and I haven’t put together any ideas that I like.
I hacked together a few ideas and a combination Missile Command / Financial Management game is my best bet. I start putting ideas together, and quickly realize that the financial management part would be a bit too difficult, but more importantly, I do not feel excited about this genre. It’s not a genre I enjoy.
I’m about 4 hours into LD, and I don’t have an idea. I finally decide on a bullet hell game, and a bit later, I decide to mash it with a breakout/pong clone. I do enjoy both of these genres and decided to finally start coding. It already 1:00am Saturday morning, my time.
I put about 2 hours into designing my game and laying it out in Unity. Around 3:00am (6 hours after the theme was announced), I decide that what I have is utter crap, and I scrap just about everything, and decide to get some sleep and try again in the morning.
I get only about 4 hours of sleep and I am back at it. I put together a breakout style game where the player hits moving space invaders. I add an enemy that puts the player into bullet hell mode when hit.
Around midday, I am ready to gave up. The game just isn’t fun. I come back a few hours later and add some features. It’s better but I am giving up again. I do this “code/quit” routine most of the afternoon. I hate the theme, I hate my game, I’m not having fun, but I am not going to give up. I decide to finish today, get something completed, and enjoy my Sunday.
I’m coding late into the evening, and after playing a few rounds of my game, I decide that it’s not that bad, so I will polish it up tomorrow.
Sunday is spent adding audio, graphic improvements, instructions, and some effects. It’s not great, but I like it. It’s pretty close to submission time and I don’t think it is worth trying to cram any more features into the game at this point, so I do my final compile, and submit it.
What Went Well
So little went well in this LD, but looking back:
I do like the work I did on the pixel enemies, and the graphics and layout of the game screen.
The mash-up between Breakout mode and Bullet Hell mode is interesting.
Despite a constant feeling of discouragement, anger and sadness, I finished this game!
What Did Not Go Well
The switch to Bullet Hell mode needs improvement. I do like the sudden switch, but maybe a visual or audio clue would be helpful.
The ball/paddle movement and collisions can be improved. The “floaty” control of the paddle is something I don’t really notice, but it was a comment made by just about everyone who played.
Due to the time it took to decide on a game, and the Saturday discouragement, I felt a bit time-constrained.
The comments around the float-y controls, the paddle, and the bullet hell mode discouraged me even more than normal, so I was expecting a dismal result. It turns out there are some positives.
Overall, I finished somewhere in the middle of the pack, and pretty close to the results of my LD40 game, ANTagonist, which I actually liked better. I’m not sure what to think about this.
What was a pleasant surprise was that the results of the audio and graphics categories were the best out of all 7 Ludum Dares I took part in. These always seem to be weak categories for me, so this is a great news and hopefully a step in the right direction. As I mentioned before, I am very happy with the look of my game.
Despite an absolutely terrible Day 2, I managed to submit a game, and the rating is somewhat better than I expected. I guess the take-away here is to never give up no matter what you are up against.
Alphabeta Asteroids was originally released (and is still available) for Android , iOS and Kindle devices way back in 2013. Along the way, we’ve added some things and improved some things, and we finally decided to give a desktop build a try.
The PC and Mac versions are available to you for free, although any donation would be appreciated. these donations, along with your feedback, will help further development of Alphabeta Asteroids.
I hope you enjoy my game, and I welcome your feedback.