Live from the Wizard Jam front, episode #1

Hey there dear reader!

The last time I did a live devlog was when I was making 15 Minutes, my 24 parody game. And that was back in 2011! I’ve moved on to Unity since then and made a bunch of games, but I don’t often participate in jams. The last time was ol’ Wizard Jam 1, the Idle Thumbs community game jam. But this time around the planets and stars aligned and I had enough time and a good idea, so I’m participating in Wizard Jam 4.

I got a bit of a late start as I was at a conference on the island of Texel last weekend, but I managed to catch up in the free moments throughout the week.

The concept

A few weeks ago I had a dream. In it -among other things- I biked to a villa in the forest and met the man of the house and his maid. I don’t know why, but when I woke up that image stuck with me. I wanted to go to that place and look around more. So, in keeping with me basing games on dreams, I thought it would be a nice thing to make for this jam.

The groundwork

I wrote out some details about the game and its events in the past week, so I had enough to jump right into Unity. I decided to use my trusty Adventure Creator plugin, and since I’m not very good with 3D modeling I’m going for a 3D world/2D characters style like The Tell-Tale Heart / Californium / Trackless.

The player character will be a pizza delivery guy, so the first thing I wanted to get was a little scooter, and I found the perfect one on the Asset Store. And together with a first-person character I was testing last week I had the basics of the first scene. Next was greyboxing the essential geometry. I used assets from the Stylized Jungle Pack I purchased for Reconquista in combination with just regular grey cubes.

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Then I started looking for forest villa reference photos.

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This gave me the idea to add a driveway and carport around the side of the house – a nice hidden area you’ll only stumble upon if you go snooping around. And of course, a carport isn’t complete without a car. Then I got a little carried away… but hey at least this confirms the interaction system works!

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I fiddled with the camera some more after that. It was really jittery, so I imported the First Person Drifter Controller, a neat little plugin I keep around for prototyping these kinds of games, and pulled the mouse smoothing script out of it to integrate with my player prefab. The result is really smooth!

Next was setting up the interaction system and UI, and I hollowed out the cube I had used to represent the house. I built some rooms and a glass facade, and then I really needed furniture. While browsing the Unity Asset Store I found some really great assets by OneSquareFoot. Their furniture mega pack was perfect to furnish the house with. And a nice opportunity to re-enact the Matrix.

I tried a few interior layouts and eventually settled on something that felt logical and looked good. Then I moved the sun a few degrees so that it would shine on the terrace for a longer period of time each day, justifying the reason the house was built at this angle. Would that I had such powers in real life.

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I was getting antsy to try the character style so I added a quick 2D guy. I should really work on the gameplay a bit at this point, but I wanted to have the house ready so I can turn it into a prefab and use it across all scenes without cutting into my own fingers later. So I spent some time adding collision to the interior, interactive doors, a staircase into the cellar, curtains, outside lights that react to motion and a functional doorbell that summons the man of the house. Just a bit more sprucing up and it should be ready to go.

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