PostMortem Game Dev
Greetings i am Jaedon wallace!
For Double action I played the role as game designer.
My job was to create the systems, level design and balance the game.
I also did a lot of the sound design. and provides art assests and did the final scene ligting.
Our main focus for this game was to make something toy like so to do this we used silly enemies, used toy guns and sounds, and had unique gun interactions.
the hardest thing in this was getting the slide to work and the level design,
for level design wanted each enemy to be introduced before you could deal with them, that way getting the gun would be rewarding. i think i did pretty well at that, something I could get better at is just some of the empty space i have between enemies though.
with the guns we decided to have each gun exclusively damage their own color so that the player had to switch weapons. the goal was not to test the players ability to aim but their responsiveness to situations.
Audio Design
i made the noises for the guns firing and reloading as well as some of the interactions.
the gun firing (both player and enemies) was a combination between a nail gun, a nerf gun, a typewriter, and a baton to get that thoomp sound) I actually did not sample any real firearms.
I wanted the sounds to be toy like an mechanical. you can hear this especially with the green enemies.
Coding, the most fun things to code were
player movement and view model. I made the view sway and Weapon bob get animated by math, just by using sine and cosine I could emulate a realistic bobbing motion. the bobbing motions increases both strength and frequency based on player speed.
The guns
The most fun thing to code was the guns, I had a nerf gun next to me in real like so whenever I wanted a sound, I could just record it. I wanted the game to be as quick and responsive as the player controlling it. however, to slow down the fire rate and not make the player feel hindered, i just add extra steps to how the the guns are handled. My favorite gun is the Shot gun it might just be the sound design but it just feels reallly good to use.
I wanted each gun to react like a toy gun not a video game gun, this allows you to hammer fire the revolver.
ToDO Grammar check,
TODO flush out in more detail
A fun thing i had to do was set up the lighting for the guns to make them pop on screen.
Double Action
Toy Like Spy Game
Status | Released |
Authors | Jaedon Wallace, Annastachia Brown, AaronLH |
Genre | Shooter |
Tags | boomer-shooter, No AI, Retro, spy |
More posts
- AnnastachiaBrown Develog2 days ago
- Aaron Holladay - Narrative Design2 days ago
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