Felinity Postmortem
— Oct 15, 2011
uDevGames 2011 Entry
- 3rd place in Most Original
- 6th place Overall
Overview

What Went Right


And to tweak the hell out of it, I wrote several perl scripts to helped translates from easily digestible and tweakable Excel sheets, and scripts that convert to the data format. While I didn’t integrate them into my build process, they could easily have been made to, and overall they greatly simplified certain aspects of content creation. It also allowed the dance sequence at the end of the game to be an absolute joy to choreograph!

What Went Wrong
What kept me awake my first night when deciding how to make this game was George Seurat. He developed this crazy pointillism style that was kind of astonishing to look at. I loved it. I wondered if I could make a game in that style. I actually pushed the art style for about a month before I got two overwhelming bits of insight. One, it was insanely difficult to create tile-able assets like that, difficult to create alpha based assets, and lastly it was just time-consuming. And two, the reception was ice cold. While some thought it was clever and pretty, the majority did not like the art style juxtaposed with pixel art. What I did find out was more people loved the pixel art. There was some critical reception about not liking it, or concerns over the anatomical nature of Tandy; but in general, people liked the new direction. I think if I had started out working in pixel art sooner, I could have churned out at least another few plot points worth of content.


Content! Content! Content! Content games for a 3 month contest is a drudging no-no. Especially as a sole developer splitting time between programming, art, and design. I had designed out several hours of content, but my eyes designed far more than I could chew. Most time consuming was the pixel art. While I had an absolute joy pixeling them into the wee hours of the morning, most of them took hours, and some animation took days. Trying to mingle in the time to pixel these in between my day job and the rest of my life was just consuming.

Like most games, sound was sadly an afterthought, and it wasn’t till late in the contest that the background “music” to the level was added. Once it was added though, it really set the mood, and it became so obvious how much of the tone was going to be lost without it. Even more frustrating is the composer who offered to make a quick 30 second battle music to fit the game bailed on me, without even a heads up, so I went into the voting period with no battle music.
A good friend of mine was irritated by the lack of battle music, and started singing a little song whenever he went into battle. He was kind enough to quickly throw this together in Garage Band, and I quickly added this mid-voting period. It made going into battle far less jarring and you didn’t get that “sudden silence” feel. And while I had this music, I still lacked the polish of sound effects. All those “little things” that make a game complete. Button clicks. Menu selection. Attack noises. Rushing wind. All simple things that could have been added to give more depth.
Not Really Post Mortem
While I write this postmortem for Felinity, development is not dead. While many, many features were implemented, there were many crucial features left out. Character screens, attack points, sleep points, more stuff to do! And the content! Oh so much more content. I want to finish up this story of this beautiful kitten. I want people to live her life and feel the emotions she feels. If you want to keep track of the progress and development, just check out hkasoftware.blogspot.com
| Developer | Brian Ramagli |
|---|---|
| Title | Felinity |
| Genre | Cat RPG |
| Development Cycle | 3 months |
| Source Code & APIs | Xcode (Objective-C), Cocos2D |
| Critical Software | Graphics Gale, Texture Packer, Glyph Designer, Excel, Komodo Edit, Perl, Tiled |
| Hardware Used | Octocore MacPro, iPad, pen and notebooks |