Abandoned Space Werewolf Indiegame Showcase
I had been developing this game in my spare time for quite a long time and decided not to coninue. So I make a self-conclusion and momento.
Youtube video below, some readers may need a VPN.
I completed these features using Godot 3.5:
- A game launcher with room management and authentication
- Multiplayer using legacy RPC solutions provided by Godot3.5 (from 4.0 on things get much simpler)
- Rigidbody physics character movement
- Dynamic physical rope, click here for more info
- Inventory system
- Crafting system
- Path navigation
- Procedural performant background asteriods using MultiMesh
- Container movement with movable characters inside, syncing across multiplayers
- Procedural minerals generating on asteroids
I also completed server side alone using Nakama, with ability to create dedicated instances dynamically, click here for more info
Despite the developing, I also did:
- Gameplay desgin
- Modeling of spaceship, minerals, asteroids
- Map editing
- Jump, weapon holding, struggling, shivering and many other keyframe animations of human character
- Walk, weapon holding, sprint in space, death, and many other keyframe animations of astronaut
- A quick iteration workflow with Google Sheets for numerical design
- Graphic design of many posters and banners
I've abandoned the development of this game because:
- I found it no fun to play at all and don't know how to improve gameplay by myself
- Godot 4.0 has been released with so many incompatibilies and it's tedious to migrate a project quite large
- Someone agreed to help me with gameplay design so I've started to make a new game
- Realistic space theme is not a good choice because space is very empty in reality
Lesson
Being capabable of doing all these things above doesn't automatically give you a fun game that sells. Making games is not all about technology. I should have thought it quite clear that what is the gameplay of my game and is it interesting to play. I also should have kept testing gameplay as possibly as I could during the development instead of finding it too late when the framework is about to complete.