Postmorterm


Hello everyone, thank you for checking out my project! In this post I'd like to cover my initial vision for this project and also what I would do next time that I take on 2D Demaking a game. BTW If you're curious about things were done under the hood, I attached the Godot Project to this post.

Initial Vision
I initially got started working on this project yesterday because I thought it would make for a great game dev video on YouTube. So I set off recreating the project in Godot, but I didn't really take the time to design or deliberately choose any of the mechanics, because I thought, "Oh I'm just recreating the game in 2D, do I really need to have a set direction of creating it?". So I worked on the project for 8 hours straight, and it was rough. Every time I finished one mechanic, I had to spend time thinking about what I should implement next, and how that would affect the previous mechanics I implemented. The worst part about this process wasn't the time spent reworking old mechanics, it was just simply how demoralizing it was, I felt like the end goal was just moving farther and farther, and my game didn't look anything like or resemble the feel of Lethal Company. So that takes us to our next section...

What I Would Do Next Time
I only have three words to say to describe what I would focus on the next time I work on a project like this in the future... DESIGN DESIGN DESIGN. Looking back it now I really should've taken the time to design my demake from the ground up. It would've saved me hours and lots of frustration. It wasn't until the end of the project that I felt like I had a cohesive idea. And I feel that the end product suffers from this, it doesn't know what it's purpose is, nor is it really all that fun. But that's all I have to say on this matter, thank you for checking out this project, and reading my postmortem. I wish the best to all of you and your projects.

Files

Mortal Company Godot Project 39 MB
Jan 16, 2024

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