Rooty Tooty Mexican Shooty Unity C#
Created during a Game Jam at the University of Portsmouth
https://github.com/TiernanMcCarthy/GameJam
Currently the build on Github and shown in the video is actually slightly out of date from the final version we showed on the show floor. I'll try to hunt it down. The project was programmed quite separately between me and another programmer and it came together in the literal last hours. It was great fun to develop and its stressful last hour is a great reminder that you should plan the structure and functionality of your game ahead of time so that it is easily compatible and comes together more quickly.
The game jam progressed over 4 days from 9-5 with an hour lunch between. It's much less frantic than a standard game jam really but it leads you into a false sense of security until that frantic final day where they pressure you to get a video off of you whilst you're still working. The topics were randomly selected from Wikipedia and we settled on the Mexican fishing village of Yelapa.
I created the player controller and the camera associated with it and all actions. I also created pickups for health and ammunition, but we didn't have to establish a proper spawning system, so they're just scattered about the place and re spawn after 30 seconds. I also implemented the user interface and the menu and death screen and a bunch of random tasks. We didn't get much time to really polish at all and I was only actually given an idle animation and a forward running animation at the last minute, if we had more though I would actually be quite happy with the speed I threw together a player and a third person camera system from no prior experience.
Additionally, Github was reluctant to push from certain computers throughout the week, which slowed us down. There was also a myriad of IT problems in the office that really slowed us down. Unity was not installed correctly with the bridge dll that connects it to Visual Studio and I went much of the programming without Unity associated Intelisense and generally opening and saving was ridiculously slow. It worked out in the end though and I was incredibly happy with the result.
The game wouldn't be anywhere as funny or entertaining if it wasn't for the fantastic artists I worked with, I loved looking over and laughing them modelling the fish and our protagonist.
The game jam progressed over 4 days from 9-5 with an hour lunch between. It's much less frantic than a standard game jam really but it leads you into a false sense of security until that frantic final day where they pressure you to get a video off of you whilst you're still working. The topics were randomly selected from Wikipedia and we settled on the Mexican fishing village of Yelapa.
I created the player controller and the camera associated with it and all actions. I also created pickups for health and ammunition, but we didn't have to establish a proper spawning system, so they're just scattered about the place and re spawn after 30 seconds. I also implemented the user interface and the menu and death screen and a bunch of random tasks. We didn't get much time to really polish at all and I was only actually given an idle animation and a forward running animation at the last minute, if we had more though I would actually be quite happy with the speed I threw together a player and a third person camera system from no prior experience.
Additionally, Github was reluctant to push from certain computers throughout the week, which slowed us down. There was also a myriad of IT problems in the office that really slowed us down. Unity was not installed correctly with the bridge dll that connects it to Visual Studio and I went much of the programming without Unity associated Intelisense and generally opening and saving was ridiculously slow. It worked out in the end though and I was incredibly happy with the result.
The game wouldn't be anywhere as funny or entertaining if it wasn't for the fantastic artists I worked with, I loved looking over and laughing them modelling the fish and our protagonist.