Death to Die - What I learned


This was a blast to make. We took our chances (ha) on a big, overscoped project, and it mostly worked out. There are a couple of bugs (please don't die in the tutorial) but considering that we tried to make an action RPG in 2 days I'd say it's acceptable.

I think what I'm most proud of is the graphics. All of the 3D models were created during the jam. I also wrote the cel shaders you see throughout the game a few years ago for another project. I purchased the BruteForce Grass Shader for the ground, which was entirely worth it. The grass waving in the wind and squishing below your character's feet really contributes to the vibe of the game.

This game was actually one of my first forays into the true power of CineMachine. Naturally this made the camera system a little bit 'Janky', especially in the dungeon, but it gave me the power to frame certain areas in really lovely ways. If I had more time to work on this I would absolutely spend a lot of it tweaking the cameras to give more of these really powerful/beautiful shots.

The enemies and all of the animations in the game were created during the jam by my lovely animator who goes by "Nascent Space". His animations (Especially the bouncy little walk, adorable!) feel so essential to the lighthearted atmosphere. The legend also managed to rig and animate the final boss battle in roughly half an hour, and put up with me bossing him around for longer than he should have.

We only ended up with 3 elemental powers, but I think we kept the coolest ones. I wanted them to have special effects but unfortunately it's only a visual thing at the moment. Maybe if (when) we continue work on the game they'll get more meaning. I wanted to have 6 originally (for the 6 faces of the dice), but I settled for 3 seeing as our game was already getting out of hand with tons of features planned.

The elemental powers wouldn't be what they are without excellent sound design. I actually have my mum and my brother to thank for this, who listened to all of my annoying (and sometimes, very occasionally, wrong) suggestions. My brother also wrote the music. I wish he had given me some longer loops to work with, but being able to dynamically change the music was a really cool little touch.

Finally, I'd like to talk about some cut features. Most notably I meant to include a mechanic to, cough, put a limit on the number of dice that could be thrown. The version currently on the page just lets you throw them forever, but I had intended to have a little "pouch" of dice that you could refill by killing the 6-sided dice rolling around the map. Really annoyed this didn't end up in the game, but it's kinda fun to be able to wreak havoc by throwing dice everywhere.

Anyway, I think we did really well for a 2 day jam, let me know what you think of the game!

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