Devlog Day 3
Art
The top priority for the day was to create the walls that would surround our playarea. This would make or break the atmosphere that we were trying to build up. Another important sprite that we had to create was the Phone. More or less the most important asset, taken the jams restrictions into account. We also created 3 key frames of this phone, in hopes that we would be able to animate it later in unity.
Sound
This day, we also produced the sound effects that we needed for the game. We wanted them to be there, but we didn't want it to take over. Therefore we decided only to make a death, win and ringing phone sound. The death and win sounds would just be a little melody that kind of matches the music in the game, so that it wouldn't stand out too much.
Programming
While one of us finished the walls, the other started incoorperating the dialoguesystem into the rest of the project. That meant a lot of refactoring, as the canvas was not actually set up to scale with the playable area. Apart from that, we had some problems with the phone disappearing whenever the player would die. We figured out that this was due to the scene reloading and reset everything. Also the positioning of the phone. Later when we added the ringing effect we ran into the same problem, as we used a coroutine to play the sound a bit after dying, but this would also be cut off. This is where we learned another way of using the DontDestroyOnLoad.
After this was finally finished and kind of working, one of us started animating the phone, but sadly never got to finish.
Deployment and uploading to Itch.io.
Now we were ready to deploy as a WebGL project, and upload to itch.io with only 1 hour left. First, we figured out that our we didn't have the plugin required to deploy as a WebGL project installed in Unity. So we had to do that. While that downloaded, we put some time into setting up the Itch.io page for our game.
After the plugin installed, we were ready to create our first build. This is when our 2nd problem arose. Some kind of error occured, and the internet told us that this could mean anything. Some people fixed it just by trying again, and others by reinstalling unity entirely. So we tried again, and crossed our fingers. Luckily, everything went smoothly this time. The last thing we had to do, was upload it to itch.io and submit it to the Game Jam. This also went smoothly up until we reached our 3rd problem, this error message when trying to play the game in web:
Unable to parse Build/The Friend on the Phone WebGL.framework.js.br! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: br" present. Check browser Console and Devtools Network tab to debug.
Very confused, as our project worked on the pc, we found the solution online. Appearantly the compression format of our build was not correct. We changed it to Disable, build the game again, and finally everything was up and running on itch.io
End of Jam
Finally our game was done (at least enough to satisfy us). We had been working more or less non-stop since the jam began, and now we were very tired and finally it felt right to relax. We were super happy as well. We finished something for the first time, and that felt super good. We couldn't stop looking at each other with smiles on our faces, and we were really relieved that we reached more or less all of our goals, and made something playable.
The Friend on the Phone
Mysterious things happens around the player after he hit his head. Can you make sense of the world?
Status | In development |
Authors | Nikkilite, FroggyStyle |
Genre | Puzzle |
Tags | 16x16, 2D, Atmospheric, Mystery, Pixel Art, Singleplayer, Third Person, Unity |
Languages | English |
More posts
- Devlog Day 2May 26, 2022
- Devlog Day 1May 25, 2022
- Devlog on our Level designMay 25, 2022
- Version 1.2May 24, 2022
- Version 1.1May 24, 2022
Leave a comment
Log in with itch.io to leave a comment.