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Exodemon is a first person shooter for PC, Linux and Mac, where the player takes role of an scientist infected by demonic forces through chaotic instalations. Highly inspired by classics like Doom, Hexen, Quake and Heretic, Exodemon brings the good old shooter spirit with a fresh new approach.

Post news Report RSS Devil's Hand - Post mortem

This post mortem was originaly posted on Ludum Dare.

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Original post: Ludumdare.com

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I’m gonna list here the same categories as in the Ludum Dare rating system.

0 – Overall
It was my first attempt at going solo on a jam (and first post-mortem as well).
First of all, I didn’t go for what I had planned.
I intended to submit it at the jam category, so I made everything on my own, including music which is something I never tried before.

But due to complications with performance and level design I decided to spend one more day (actually half of a day) to solve some of its issues.

On this extra time I remade the logo, made a end game screen, solved some performance issues (split the 3 levels in 5 to reduce the amount of objects in the scene and attached some wall and floor pieces) and redone some of the level design, fortunately I think the best parts of the levels were done in this extra time.

logo Old Logo


devillogo Rework


for a while I was willing to make a fast paced FPS/ Doom like game, my idea was something with a Quake or Hexen graphics, something about demons/devils/aliens/sci-fi, really fast, focused on shooting and dodging.
Some time ago I discovered Devil’s Dagger and I thought: “well, this kind of graphics and pace still works nowadays”

A few days before the jam I asked Kaol (who usually participate on ludum dare with me) and she said she had a lot of work to do and could not participate this time, so I decided to make this little game I was willing to make, but I didn’t had any idea of what to do next.

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This game was made using:

  • Unity 3D (C#)
    • The enemies move around using NavMesh
    • Shuriken for particles
    • Custom FPS controller (Made during the jam)
    • Character collision with CharacterController
  • Aseprite
    • For 3D model textures and for enemy sprites
  • Blender
    • All the models and animations
    • The “shatter” effect of the enemy’s death is actually a mesh made in blender
  • AudioSauna
    • It was the best audio web application I found and it’s free for now

1 – Innovation
Well, while brainstorming for the game none of my ideas included innovation. It’s not like I don’t think it’s a necessary or important thing in games, just this was not the case, not with this game.
Here I really tried to “emulate” an old experience, some kind of nostalgic trip.

I think the only “innovation” was in the matter of HUD, I condensed everything around the hand, which in the end was kind of bad, I saw a lot of people only noticing the health and ammo bars at level 3 (of 5), even though this information appeared in the instruction Screen.

Capture Instruction Screen


destto´p In-game HUD


2 – Fun

Even fun being a subjective matter, I believe I get the half of the way of delivering a really fun experience.

The reason are mainly the level design and enemy AI.
– Fror the level design’s perspective the levels did not explore all the possibilities that it should. Considering weapons, movement and enemies.

-Now for the AI, even though there are 4 types of enemies(with distinct behaviours), in the end they all looked the same(probably due to a Level Design + AI flaw): the enemies almost always ended up trapped in a corridor type area forming a queue. Not cool.

ENIS1 Enemies


3 – Theme
Gosh…
the Idea I get in the brainstorm was, “this person will have a demon hand and it’ll change its shape accordingly with the kind of shots”, something like Resident Evil Birk kind of thing…
It turned out I could not animate a convincing transition between the hands and ended adding the “rune” kind of weapon indicator :(
I don’t think that this was the best way to approach a theme and there are a thousand ways to include shapeshifting as an actual gameplay feature. I should have spent more time on this matter.

re2-g3


4 – Graphic

  • Enemies
    I’m really happy with the enemies graphics, they look just in the way I intended, kind of gross, alien and demon. It was a really fast and straightforward process, I had the behaviours and I drew a sprite for each of them.
  • Level
    Some stuff worked well, some did not.
    I took too long to achieve something nice for the wall, but in the end it’s awfully repetitive.
    Even without much time left to spend on more level assets I still managed to make the “green tubes”, If it wasn’t for it the level would have been even blander.

    tube
  • Light
    on my first attempt each wall piece had 2 independent lights, the lights could be powered, blinking or off. Of course it screwed the performance ‘-‘
    I made the ambient base light a little brighter and distributed some random light points along the levels.
    I’m not happy with the results and with more time I would bake a carefully planned set of lights.
  • The Hand
    As it is the main feature of the game, I spent something around 3 hours testing around the hand, size, shape, colors.
    Some of the inspirations for the hand came from Hellboy and Devil May Cry.
    I’m happy with the results except for 2 issues.


    • 1 – I wanted it to look more gross almost disgusting and a little more slender.
    • 2 – I spent a lot of time making the “veins” to fit to the symbol on the palm and it’s not even visible in the game.

1 2 3 4


5 – Audio

I’m really proud of it, not because I think it’s good, but because it was my first attempt at making music.
Some people hated it, some people think it’s repetitive, but I really liked and I saw a guy on youtube really getting into the beat, so I’m happy :)

I just would add a little darker tone to the main phrase if I had more time.

I had the luck to be featured by GameJolt, in 3 days the game jumped from 20 to 2.2k plays.

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A lot of people is giving very useful feedbacks there and some people are making youtube videos of the game, it’s awesome because I can find exactly where each person is getting stuck, how many time it took to discover the game mechanics, which room is overpowered, etc.

For this reason I recommend everyone to put your games on GameJolt :)

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Thanks everyone for the support, I hope this will help in any way and if you want to know or want to suggest ANYTHING, just say it :)

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