Game Jam Overview + Future Direction
So creating Bouncy Wouncy Spider was an interesting experience, it’s my third jam using Unity and I feel like it went a lot more smoothly than especially my first jam (Block Caver). This blog will explain my goals for the jam, lessons I learned doing the jam, things I wanted to add but wasn’t able to, and things I would like to improve in future.
- Create small full polished game with unique mechanics
- Use the animation system in Unity (based on this video)
- Make all art digitally (I usually do inking/drawing on paper first then scan it in)
Lessons for next time:
- Set up before jam: i.e. Start git repository, create Unity project, add splash screen before the game jam start date
- Look in the asset store for free assets that already do what I am trying to do. In this case I could have just used the Easy 2D Lines asset straight away instead of trying to use the LineRenderer first which behaves like a 3D object. That would have saved me half a day.
Things I wanted to add but didn’t have time:
- Trailing line behind spider (partially implemented)
- Angle of spider based on angle of impact (partially implemented)
- Particles spawning when bouncing against walls/objects
- Give score based on the area of the largest hole (the smaller the better), i.e reward an even coverage of the web
- Arrow on drag to show direction of spider
- Randomly spawn branches to use as anchor points instead of the walls to make the gameplay more varied
- Set strength of jump based on distance pulled back (currently travels at a constant velocity)
Things to add in future:
- All the things above (excluding scoring system)
- Image/animation to show which direction to drag on the introduction screen
- Power ups, e.g. extra jumps, bounciness, ability to attach to wall (should think of more)
- Create mobile version
- Have 8 jumps instead of 10, losing a leg on each jump to make the number 10 feel less arbitrary
- Trajectory indication line
- Visual representation showing the number of flies you have caught at the end
- Integrate anchor points into game world more + explain/show what they are for better
Things I would like to incentivize but haven’t figured out a good way to do yet:
- Less random web building, would be good if the webs with the highest points look like actual spiders webs
- Each attempt should require different decisions and a different way of playing
My plans for the game going forward are to polish it up a bit more and see if I can add more variety to the gameplay. After that I plan to release it on mobile and post it to some other web game sites. I’ll most likely try and get this done in the next 2 - 3 months, although I have another project (LoFi Room) I'm currently working on.
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