The Devlog


Intro: 

When the theme consequences were announced, the team began by brainstorming ideas for the game. We discussed whether it should be first person or 3rd person, what kind of atmosphere the game should have and what kind of challenges the game should contain.
The idea we ended up going with, was a rapture theme, escape game with puzzle elements with a easter egg / secret ending. The FPS view we decided to go with was to give the player the feeling that it is them that's at the center of it all.
 The story is that you wake up one morning and see that the skies have gone dark and meteors are falling down on the city, the Rapture is here!. Your first thought is that the only place that your only chance to escape the consequences of your sinful life is at your local church which is located across town. Will you end up in Heaven, Hell or somewhere else?   

Team management:

As a team of five people we decided to divide ourselves into 3 "teams".
A team consisting of 2 people making the level design. A team of 2 programmers. And one person in charge of VFX.
In the end the level turned out to be an ongoing process that everybody contributed to.
To help the team, we have also used trello where ongoing tasks have been put up to help give a better overview of who is doing what and which tasks needed doing.
A look at our Trello midway through
Experience was also a main motivator behind our participation since 3/5 of the group had never opened Unity before, which leads to our Failures.

Failures: 

Due to more than half of the group being new to game developing and Unity we've run into multiple things we have had to learn while making the game. Therefore we spent a large amount of time learning the Engine and getting a hang of things.
Another thing that could have been improved is more prior planning, we found the Game Jam right before it began and we as a group began work on Monday the 8th and worked till today the 14th, so we didnt properly utilise the full timeframe we were given. 

Day-To-Day Development:

To stay in contact and to show each other what's been done, discord was used since this was the platform prefered by the whole team. We started by having a meeting, divided the areas of the game, who would be making level design, programming and other tasks. The programmers began by looking at the FPS-controller and the puzzle element. The level designers began the design process and making of the meteors for the game. When one task was done, the team then talked about what the next task needed doing would be. 
Since the majority of the team had slim to no experience with unity, the tasks have not had a direct time limit, but have been given the time to research how to complete the task, while the more experienced team members have taken the more difficult tasks upon themselves. This has worked extremely well with the team, so everyone has learned more about unity at their own pace.  
Half the team worked from home while the people who lived close to Dania met physically and worked together each day, although we all came together to work together in real life on the last Friday.
We came up with a few puzzles but  only 2 were implemented and only one of those 2 were implemented fully.
Sliding Puzzle
Heres a gif of early development version of the Sliding Puzzle, this one was not fully incorporated since the check for weather or not the puzzle was solved was never finished.
Light Thingy Puzzle
Here is our actual puzzle, its quite simple your goal is just to make all the boxes light up.

Art/Graphics:

First challenge is to get over this lava pit and into town. But be careful of the heat or the flames will get you.
As an easter egg in the game we have add 4 of thise cubes they need to be activated by the player to open up for the secret ending in the game. 
Meteors are falling from the sky, crushing everything it lands on so look out or you will be damned. 

Sounds/Music:

Since no one on the team had a lot of experience with making and editing sound and music, the sounds and music in the game have been found on unity asset store or open gameart. This has been decided to avoid spending too much time on a task, because of the time frame given to the team. Responsibility was given to one of the newer Game Devs who was working with sound for the first time. We also didn't end up adding all of the sound we wanted

End Product:

In the end we have ended up with a playable prototype for the game. Majority of the bugs we've encountered has been fixed. The team's processes have been very agile, so going back and fixing problems as they have presented themselves, have not been the biggest issue. The game that we have ended up with has pretty much all of the features that we talked about in the beginning. If the team decides to continue working on the project, there will be room for additional features. The team has worked well together and been there for support and guidance, throughout the project's run time.
We made a short video showing the very start of the game:
2024-01-14 22-11-55 from Erik Mathiesen on Vimeo.

Easter Egg:

 For our Easter Egg we have placed 4 Runic inscriptions written in the Younger Futhark runic language and if you approach each of them and press E a secret door at the end of the map will open, allowing you access to a sword which you can pick up with E and leading you to a boss fight with a enemy where you can earn a Warriors death an get a new After Life in Valhalla.
We have a early development demonstration of the Easter Egg as a gif here:
Easter Egg Early Dev Gif

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