Splinter
I made another game! This was another single month project, as practice both for developing quickly and for keeping track of scope. It’s called Splinter, it’s about sword dueling, and it’s available on itch!
Of the month-projects that I’ve done so far, this was the least successful in terms of delivering a product but the most successful in terms of lessons learned. In fact, I learned so many things that I was able to procrastinate writing about it for many months. In no particular order, here’s a few of the things I took away.
AI system benefit from being clear about requirements from the system design phase. The AI Duelist for this project had one or two different idle states, interspersed with brief (but not instant) sword maneuvers. Knowing these constraints from the start let me make a system quickly that felt very comfortable to build these specific behavior patterns on top of.
Concept art should be from the player perspective. I ran into this on Root Cause as well, but this project hammered home how important it is for all stages of asset creation to keep the player in mind. The enemy character was viewed head-on, and our modelling and animation poses would have been stronger if we had reviewed everything from the player perspective throughout the process.
Similarly, artists need a goal even if there isn’t a specific visual style determined yet. I was very hands-off with the art style on this game. Rather than creating unbounded creativity it caused unbounded anxiety, which does not make good art.
Levels! This felt so obvious once it clicked, but I didn’t understand until this project why so many games have multiple levels. Not only is it to give players more content (and therefore is out of scope for a quick prototype), levels also drastically reduce the need for perfect balancing. It was almost impossible to calibrate a duelist enemy that was exactly perfect difficult, but it was almost trivial to make a very easy one, a very hard one, and a few in between.