Well I did it! I finished my 7 hour FPS prototype with minutes to spare. The 7 hours of work I did on it included everything from super simple music generation, ( via earslap.com), prototyping different ideas, and even a bit of modeling. I spent 2 hours modeling, animating, and attempting to import a neat gun into Unity. I never figured it out and ended up throwing the whole thing out.
The game itself was an adventure from start to finish. I had a completely different idea going into it, but when I woke up this morning and realized all my time was in fact, gone, I knew I had to go with something simpler. I had an earlier idea about a FPS painter, but I didn’t think it could sustain a full prototype. I ended up going with it because of the time constraints.
One of my main tenets I try and follow while making a game is that the main interaction the player has with the world has to be fun, no matter how simple. Well after I found myself wasting half an hour of precious time just painting little dots all over a wall, I knew I had to take it up a notch. Unity’s graphical settings allow for some pretty interesting effects, so after mixing and matching a couple and changing the canvas to black, I sorta went nuts on it. (Well, as crazy as you can go with 2 hours left in a jam, with music, sfx, a tutorial, and submission plan still unfinished).
You can find the game up on the 7dfps website, which I’ve linked to the picture below, or right here if you’re so inclined. I’ll also be putting it up on my projects page.