Game Jam Collab- Week 8- Final

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 This week, being the last, was predictably the most stressful. Many corners had to be cut, the game had to be changed, mechanics wont make the cut, but we're trying to salvage the best of what we can. This is due, as previously mentioned, to too much time on concepting and not enough time producing assets and animations for the game, as well as the dramas that having Ian on the team brought, but this was sadly to be expected. Following on from the asset list, Sasha made the land pieces as I made the set dressings.


As well as a breakable log.

 And Appleman.


Who blinks as I painted over the spritesheets.


Each team member was given a "wildcard" asset, it could be anything we wanted- so appleman became a thing. Having painted over the spritesheet here, I decided to do the same for the mechanised mushroom in the game.

So now they can run, with gas billowing erratically.

I was also asked to produce some modular 2D assets, that could be built with different branches as platforms, even if parts were very slapdash.

Due to Ian not complying with the work that had been set for him, I painted some assets to make up for this.

 A large ground tile.
 A background of barren trees.
Some distant mountain.

Environments are really not my strong suit, but the practice has been welcome and great experience, I feel many of my assets are hit and miss, but in my personal practice, this is motivation to keep practicing.

I also recorded many more voice clips for the narrator and mocked up a text box widget idea.


To make the narrator more distinctive, I looked into Polari slang and recorded clips that seemed seedy and strange, to fit with the strange world we've created, how we implement the narrator beyond just the opening is currently anyone's guess.

All in all, a lot has gone wrong. Our game is not going to be what we wanted it to be and so many features and aspects will have to be cut out, but that's just the nature of development. Its all currently rather last minute, but its all coming together. Our game is a glitched circus of strange animations and weird locales, but we love it for what it is. The mechanics work and visually its strange and beautiful. I'm grateful we have a game at all the way things have worked out. I've gained so much from this experience; I've learned new painting techniques and approaches thanks to working with Sasha, with Miff's art direction I'm learning to be less attached to concepts and through working with Ian, I've learned that despite your differences, you can still come together and create something great using your talents. Even if he was an utter disappointment to work with despite our best efforts. But that's also what I've learned from Collaboration, you just keep going until you have a finished product, its the journey not the end product.

It is all a bit last minute, we could have done so much better. We could have chosen not to have had Ian. But I can confidently say, despite everything, I actually really enjoyed working with them all and bouncing ideas around and working together, even if it was every flaming flavour of hell at times. Our game as it stands makes zero sense, but it will be remembered, I'm proud of us all.
Bar one.

Unknown

Some say he’s half man half fish, others say he’s more of a seventy/thirty split. Either way he’s a fishy bastard.

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