Post-jam review and future plans
CyberHeist » Devlog
Firstly, a huge "THANKS" to all who takes the time to download and try out the jam game!
Here are some post-jam thoughts I have about my experience creating CyberHeist for Lartu's Mini-RPG Jam 2:
- It's hard for your game to get noticed, or at least I haven't figured out a good way. Perhaps my screenshots/graphics look bad or boring, or maybe because I'm making a 3D game, or I've chosen sci-fi as a theme. I wonder if it's clear from the screenshots that you can control a flying and wall-climbing drone in the game, or if anyone cared to. I'm still trying to figure this one out, so if anyone can help, I'd really appreciate it.
- I want to make RPGs which are more story, character and role-playing based, and less stats, combat, and leveling up based. In traditional RPGs, a lot of play time is spent on combat, experience grinding and loot collecting. Going against this convention means I need more time to invent unique gameplay and scenarios to replace repetitious combat. Probably not a smart choice for a jam game.
- I'm still a long way from being competent as a solo game developer. Not that I'm opposed to building a team, but I have zero budget and little time due to my new job. For now, it's a lone learning road to reach a point where I can proudly present my games to everyone and earn enough to survive on making games.
- Building upon previous progress is the right move. I really got into the idea of building mini-RPGs thanks to Lartu's Jam 1. An RPG, being slightly more long-form, is not quite the same as building non-RPG jam games. Jam 1 made me realize that I need to build a collection of assets and game systems before I could properly give form to my ideas. Jam 2 reinforced this, and taught that I need to be even more prepared in order to present a more polished product. Thanks to kind user feedback, every jam experience brings new insights and knowledge on how to build a proper RPG game.
What's in store for CyberHeist:
- Upgrading the graphics. Since time was really in short supply during the jam, a large portion of the game environment was not properly completed. I shall gradually work on bringing the visuals up to snuff.
- Adding new gameplay. The game in it's current stage, especially the second half, was very rushed, and doesn't really convey the kind of experience I had wanted to provide the player. I need a more gradual buildup from obtaining the flying drone to upgrading it to a wall-climbing drone. As such, I shall be reworking both the gameplay and scenario content into something closer to what I originally had in mind.
- More character interactions. The NPCs weren't just meant to stand around like they currently do. They were supposed to have their own routines and interactions among themselves and with the player, and bring worldbuilding, characterization and flavor to the game. I hope to realize this aspect of the game also.
- Sense of progression. Since this is an RPG, there should be progressively more challenging obstacles to overcome. I plan to work this into the gameplay flow for a more rewarding game experience.
So, I have my work cut out for me. Wish me luck and your honest feedback is always appreciated!
Get CyberHeist
CyberHeist
A high-tech heist gone wrong... A mini-3D action RPG
Status | Released |
Author | siepiau |
Genre | Role Playing |
Tags | 3D, Action RPG, Cyberpunk |
More posts
- Interactivity and immersionAug 14, 2023
- Content or code?Jul 25, 2023
- Major updates in the worksJul 15, 2023
- Minor updatesMar 30, 2019
- Character art iteration 3Nov 03, 2018
- Character art iteration 2Oct 28, 2018
- Character art iterationOct 22, 2018
- Character art processOct 21, 2018
- CyberHeist, 3D cyberpunk action-RPG spoiler-free walkthrough!Oct 01, 2018
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