Update 1.1


It's been a month since the end of the jam, where I submitted a broken game. It had all the bits and pieces necessary to be what it is now, but the prospect of putting it together well was too grand for a solo month-long jam. In the last month I've spent few days here and there putting the pieces together in a much more accessible and enjoyable configuration, and while I still have plenty of things I'd like to add, change, or replace, I don't need to keep working on what was just a fun little project to better familiarize myself with Godot and working in 3D in general. I've learned a whole ton of things, and I'm ready to move on.

JAMortem

During the jam I had one idea alone. Tile-based conquest game like ISLANDERS but as an ice wizard. I thought to give myself some time, think about other things, come up with a more reasonable idea that would be easier to implement and more importantly, much less stressful for me. So I went and focused on music, found a bunch of free VSTs to play around with and got enamoured with them for a couple days, noodling out what became the single music track for the game. Time passed, and I gathered no new ideas. I knew it was infeasible, but so it goes.

The Good

Learning how to use Blender went surprisingly smoothly. There were indeed odd behaviours and inexplicable exports but given that I had decided to take it easy on the models, they were all made very quickly and any unexpected issues were a perfect excuse to shovel it in the trash and start over.

I like the music track. Loose,  nice and chill, decent as a backing track which helps to get you lost in the game.

Camera movement was very quickly done and is, as several people pointed out, polished and snappy and nice.

The SFX were also a highlight for me, nearly all of which put together in a minute or two of searching freesound.org, plopping things into Audacity and applying a couple effects.

The Bad

The game crashed almost all of the time when changing scenes. This is due to the fact that on the day of the deadline, while rushing to mush everything together, some confusing issues led me to change which function was called for changing scenes. I ended up calling a function which did not defer execution, but was literally called "deferred[....]" which I hadn't noticed in the hurry.  It is probably the worst mistake I've ever made on a project.

The UI was abhorrently ugly, unintuitive and unsurprisingly there wasn't any explanation whatsoever. It was easy to play if you were me, but you aren't and that's a large issue. I didn't have time for it, again unsurprisingly.

And Now The End

I've re-done enough for the game to feel entirely different. Nobody is going to play it, nor is anyone going to read this, (it's been 24 hours since I updated it and told people and its at 0 downloads lol) but what I wanted out of this jam besides upping my familiarity with Godot and Blender was to have another finished project. It's been quite a while since I've finished a project on my own, and it's something that just needs to be done every once in a while. I'm glad I stuck another week's worth of work onto Wiceard, it's infinitely more playable and interesting and enjoyable, but more importantly it's good enough to call done.

Files

Wiceard 1.1 - Windows.zip 35 MB
Feb 05, 2022
Wiceard 1.1 - MAC.exe.zip 48 MB
Feb 05, 2022

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