Local Shop - A prototype for later on





Hey everyone!
So, this year, I decided to participate in game jams more frequently as a solo indie game development studio. I feel it's crucial not only for creating smaller prototypes or games but also for experimenting with ideas, refining my skills, and improving my art, whether in 3D modeling, 2D art, or both.
It's also a great way to take a break from long-term projects and return with fresh ideas and renewed enthusiasm.
With that in mind, joining Brackeys' game jam was a no-brainer. After all, Brackeys played a significant role in inspiring my journey. I stumbled upon his videos a while back and realized this was exactly what I wanted to pursue. I went through college and university and eventually founded my own studio.
Joining the game jam!
So, I had a week to create a game. How hard could it be? Well, as a parent, my schedule wasn't entirely mine to control. Monday through Wednesday, my son's school was closed, and I had other family and business responsibilities to attend to. That left me with only a few hours each day from Thursday to Saturday. Despite the limited time, I persevered.
Since my last game, which I made in 2.5 days in Unity, a lot has changed. Unity 6 is quite different from the version I used back in college a few years ago. I had to relearn a few things, especially dealing with tilemaps, as my recent games were in 3D.
Friday night came, and I dove into the coding. I struggled to remember some aspects like collision handling, but I managed to create a basic controller and implement some UI functionality. Most of the coding happened on Saturday morning. It's not highly detailed or advanced, but the core idea I wanted to convey was this: You start your day as the owner of a community shop. Various types of customers visit (I designed three variations), and you must decide whether to accept their money at a lower rate or turn them away. The game has two endings: If you have 0 Karma, your shop gets replaced by a supermarket after a few years. On the other hand, achieving maximum Karma (+6) leads to the "Good ending". Ultimately, the prototype aims to explore transforming a shop into a community hub by helping customers and fostering community spirit.
Did I successfully convey this? I'm not entirely sure, but I gave it my best shot.
What went well?
I practiced my art skills, reacquainted myself with 2.5D isometric views and Unity 6's updates, learned more about 2D controllers and collisions, and enjoyed creating 2D art, including UI elements.
What could have been better?
Collisions were particularly challenging, and I found working in 2.5D less enjoyable, which is why I plan to shift to a 2D top-down style when I revisit the project. I also struggled with some coding aspects, preventing me from completing everything I wanted.
What's next for the project?
I'll intermittently revisit it, transitioning to a 2D top-down visual style and adding character animations. I aim to expand the game loop and add more features.
I'm excited to see how this project evolves in the future.
If you played the game, thank you!
If you enjoyed it, that's fantastic please give it a rating and give me a follow here and on my social media!
If not, I apologize, and I'll strive to do better next time.
See you at the next update!
Silviu
Leave a comment
Log in with itch.io to leave a comment.