Project Link:Skull Crew Itch Page
Skull Crew was a project produced for the Brackeys Game Jam 2022
The Jam Theme was: YOU'RE NOT ALONE
Was my first time taking part in a game jam by myself. as I thought it would be a good opportunity for me to make a quick simple project under a week.
Production
The Initial idea I had was to make a 2D Top down shooter where you collect pickups and have friendly allies that assist you in combat in someway, where the gameplay loop was survive as long as possible.
Code and pixel art assets I would produce on my own using the Unity Game Engine, while art assets were made with Asperite, it my first time using it for a game project. However I had a lot planned at the start and there were some obstacles that occurred that made me decide to cut a chunk of the features I wanted to add.
Problems
Code (Enemy AI): Coding is not my strong suite I know a decent enough amount but it took me awhile to produce the scripts I need for the mechanics I had planned from the beginning. One of the bigger issues I had with the game was handling the enemy AI for 2D, I had found some solutions to this but by the time I have that implemented and the more enemy types I had planned initially I would have gone over the deadline.
Time: I had more assets and mechanics featured planned, doing it all on my own though did sink a lot of my time, so was just able to have the essentials to have that gameplay in there was done.
Art assets I made during the project
Solutions
Big problem I had was AI Navigation I could not get them to consistently traverse to the players while avoiding level obstacles. I eventually decided to cut making any complex level as I could not solve the AI issue I had in time while being pressured how long it would take me to make all the mechanics and art assets. The solution was to take what I made at this point and make it work in some kind of game loop. Instead of having the enemies traverse a level, it would be a simple level with enemies spawning around the player offscreen chasing them.
What I learned was how much time management was needed, especially with making everything myself. As well being resourceful enough to make something playable with what I had, instead of what I had planned.
Features that I had planned would of helped the game as a whole, such as screen shake, more enemy types,