Punchin Me Out https://github.com/TiernanMcCarthy/Punchin-Me-Out
Apologies for the poor image quality. YouTube's video compression doesn't agree with the background.
This was a personal project and the code itself was mostly a hack job, and an example of how not to do things in a long term project. I felt like I learned a lot from it though.
In June 2018 I took part in a game jam at the University of Portsmouth in a team of three over four 7 hour days. It was my first and quite a shock to me. The theme was picked from three random Wikipedia pages. We settled on the Irish boy band D-Side and found one of their songs was "pushing me out" and agreed on a silly arena game where you'd punch your opponent out of the arena with boxing gloves. The Soviet and Monarchist theme just stemmed from the hammer and sickle looking funny on a boxing glove. The game was supposed to feature a collapsing arena as a circle zone slowly collapsed inward, which functioned until the last few hours of development. Functional collectables and graphics for them even exist in the game, they just weren't implemented in any meaningful way in the short time frame and were taken out.
It was a hectic experience to develop but I had a lot of fun, and I'd say it really educated me on time frames and the struggles of development and the scope attached to a project.
Evidence of this hectic development can be scene by the many desperate attempts to fix the scene file after some poor use of Unity Collab and miscommunication with only a few hours left before the game had to be built and passed off with a game play video.
The game made use as unity as framework to our work mostly. All momentum and general perceived force was created by me in an attempt to fine tune it, this ultimately led to a system where when it detects a collision correctly a desirable momentum effect is added. However annoyingly a lot of the time this doesn't occur and the ships clip or bounce weirdly.
This was a result of me programming all key systems of the game. From the players to the scene and general infrastructure I had to program it all. I was still not entirely familiar with Unity as well. With the limited time frame and this learning deficit that I met whilst on the job a lot had to be left as "good enough".
Ultimately I don't mind, as the game is fun to play and considering the time frame I'm quite happy with it. Seeing other people have fun and smile whilst playing my game was confirmation to me that I love making games and would love to work with them full time.
It was a hectic experience to develop but I had a lot of fun, and I'd say it really educated me on time frames and the struggles of development and the scope attached to a project.
Evidence of this hectic development can be scene by the many desperate attempts to fix the scene file after some poor use of Unity Collab and miscommunication with only a few hours left before the game had to be built and passed off with a game play video.
The game made use as unity as framework to our work mostly. All momentum and general perceived force was created by me in an attempt to fine tune it, this ultimately led to a system where when it detects a collision correctly a desirable momentum effect is added. However annoyingly a lot of the time this doesn't occur and the ships clip or bounce weirdly.
This was a result of me programming all key systems of the game. From the players to the scene and general infrastructure I had to program it all. I was still not entirely familiar with Unity as well. With the limited time frame and this learning deficit that I met whilst on the job a lot had to be left as "good enough".
Ultimately I don't mind, as the game is fun to play and considering the time frame I'm quite happy with it. Seeing other people have fun and smile whilst playing my game was confirmation to me that I love making games and would love to work with them full time.