First Full Release


Its finally finished and ready for the public.

Its been a lot of work to get this game the way I imagined it but to be honest I had a great time developing it, 

My idea originated from the theme fragile and a game I had previously made called "Chop shop" where you go around and collect broken down cars, although that game was created in a day and I always wanted to revisit it and make a fuller version and what better theme than Fragile to kickstart the creation. 

I started out building the car and trailer and tweaking the controls and testing it on a small map to see how it would react on certain terrain. 

I then wanted to make sure the camera didn't feel too rigid so I allowed some damping so you can feel the speed of the car more.

It was important that the game maintained a low poly style so to create different terrains I had to come up with a few ideas but I settled on raised curbs, pot holes, and rigid bodies.

I noticed Charlotte in the game jam discord was looking for a partner and I was really impressed by her music so I reached out to her and kept sending updates so she could match the music with the game feel and I think its evident she did a great job with that.

Once I got the movement down I was ready to the make a prototype, one of the most important things when making a game is to ensure it is fun , so its best to find ways to make the game fun before any modelling or code , I did this by creating a basic shape of the map I wanted to use and then filled it with obstacles and created a simple pick up and drop of script using key bindings to pick up and drop off the parcel.

I decided to keep the controls as simple as possible and let the map do the dropping off and collecting for you so I did this with trigger colliders and created a for loop and a RNG to figure out which destination you get.

This worked great, but it needed to be competitive, It needed a leader board. Luckily I am not new to creating leader boards so I was able to implement that pretty quick.

At this point it was time to work on colour schemes , I tried loads of colours and shaders but decided to stick with the standard unity shader and a colour pallet I found online , limiting myself to 8 colours.

I got lucky and the first one I used fit the style perfect, limiting yourself to less colours allows you to get more creative with using the "wrong" colours for certain objects.


So, at this point I had a base Idea for a game , a colour pallet, a map and music on the way. I got to work modelling the smaller parts of the map ,I didn't want to focus too much on this part as I wanted to give myself a day to fix difficulty levels at the end.  I made a few tree variations , houses, flats , and other buildings.

Next was to work on the code , there was a few things I knew I would need for this game to work fairly , the car needed to know whether or not the box was in , when to supply a new box and how much time to be rewarded when you successfully deliver a box, this was solved with a simple equation - find the distance to the next objective , times it by a difficulty level and then add that amount of time to the clock. With this being for a game jam I know attention spans can be limited so I made the difficulty level drop with each successful parcel. 

I tweaked the how to page a lot , I ended up making 3d models of the needed key binds and controller inputs and labelled them. 

I also created a list of quips that the game displays when you lose , it decides what to pick based on how you lost.

There was a lot more coding too but nothing we will need to go into. 

Lastly I just had to map the inputs and menu screen to the controller as the game is much more fun on controller, once this was done it was just to sort out the difficulty. 

This was just about tweaking the time , scores and "Bounciness" of the boxes,  the boxes were originally a lot more rigid but I felt to stay true to the theme I needed them to break more often and leave pieces on the map. I also created a controller to remove the rigid body pieces when too many are on the map to avoid crashes.

Because I worked on this a lot on my lunches at work I was using a laptop without a GPU , meaning I needed to make a low graphics version so I was able to test it as I go.

I could go on and on , but honestly , just have fun and play the game , if you have any questions about how things were implemented then just ask!

Files

FragileGoodsWebGL.zip Play in browser
Nov 13, 2021
FragileGoodsFullGraphicsMac.app.zip 41 MB
Nov 13, 2021
FragileGoodsFullGraphicsWin.zip 32 MB
Nov 13, 2021
FragileGoodsLowGraphicsMac.app.zip 41 MB
Nov 13, 2021
FragileGoodsLowGraphicsWin.zip 32 MB
Nov 13, 2021

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