Game Jam #2 - Combat
Sometimes it's nice to get everyone in the same place at the same time. It helps kickstart ideas, creativity, mechanics, and the whole game dev process.
For our second game jam we set ourselves the goal of creating a functional combat system.
We started the day with brekky, then we got stuck into how we would implement combat in the game. Beneath the surface of 'Someone hits someone else', combat can be incredibly complex. If we were going to finish this in a day, we would need to set some realistic goals:
Creating a combat arena to be able to test new features as we go;
Defining the concept of anĀ āenemyā within the game;
Implementing a simple UI button to set colonists to ācombatā mode; and
Creating models for enemy types and weapons to be used in game.
We set up our PCs and dived right in - by creating a makeshift arena. Here we could test combat without anyone wandering off, and stage some gladiator-esque action. The game came to life slowly over the course of the day: the environment was refined with some new assets, a few key props such as the caravan and a firepit were placed in the scene so it felt a bit more natural.Ā
As the day progressed we realised our goal of creating a fully-functional combat system was a bit ambitious - creating clever, adaptable, and dynamic AI isnāt something which happens in a day. Thereās still some refining to be done, but the game is coming along very nicely. Itās amazing how much you can flesh out in just one day with everyone in the same room. No matter how many skype sessions you have, thereās no match for building on each otherās ideas over a bowl of karage chicken.








