Experience from a Coding Perspective


Coding this project was really daunting. This is the first development competition I've ever entered, I had only been using Phaser 3 for 2 weeks at that point and didn't have any experience with sprite based game development at all except for the quick start tutorial on Phaser.io. I entered the competition to motivate myself to finish a game, engage with the game development community and most importantly, learn. Boy, did I learn soooooooooooo much. It's ridiculous how much I learned and I can't wait to make a new game knowing what I know now, I think I can potentially expand upon all my learnings and ideas and make something special.

To build this I used:

- Phaser 3 library, Webpack
I componetised the heck outta my code base. I make a conscious choice from the beginning and it definitely paid off. 
In my experience, functions are constantly firing in your browser so where Web Pack helps maintain the huge code base, effective abstractions moves coding in Phaser 3 towards being enjoyable to develop because you can experiment with gameplay ideas in the code more frequently without getting bogged down.
I spent a lot of time making the code scalable and a using a comprehensive array of data that is reference throughout the codebase to make it as readable as possible. It really improved the process.

- Tiled
Tiled was really tricky to learn but I kept learning about it's...quirks and it's enormous benefits up until a few hours before our submission. The quirks I mention set me back on a few occasions. Iterating levels and game entity placement was really quick and easy with Tiled after you spend enough time with it. It also helped that you get a json file that is very readable and versatile. 

- Surge.sh
Surge.sh made deploying the game for review between team members really easy and really fast. I can't vouch for it enough. It can all be done from your command line/terminal so what's not to love. I completely intend to use it for my next game development project. 

- Photoshop
Photoshop isn't suited for pixel art out of the box so it took me quite a bit of time to get the hang of working with sprites and Photoshop effectively.

- Google Fonts
I use google font for the cover art and in game messages. I wanted to use a google font for the in game dialogue boxes but I couldn't get around a font loading issue where the font wouldn't load in time to be rendered on screen so the game defaulted to Arial. So I just removed the google font loading from the game to reduce overall load times.

- itch.io, opengameart.org
I got all the art work from open source spritesheets on opengameart.org and itch.io. There were so many resources for sprites. In an ideal world I would have a profession pixel sprite artist to draw all my character sprites. As happy as I am with the sprite animation I used for all the character movement, if I could custom illustrate the sprite, it would look very different.

Files

curious-cat.zip Play in browser
Dec 01, 2018

Leave a comment

Log in with itch.io to leave a comment.