The "Fixed" version, a post-jam update
Are We All Good For Game Night? » Devlog
This "Fixed" version of the game is designed to provide an updated and playable form of what the game should have looked like on submission. There are still many features missing (most notably the minigames players would be expected to play at the end of missions) but the bugs the jam version shipped with have been squashed.
The major features of this update include:
- There is now an on-screen button for advancing text messages.
- The "Create Your GM" screen randomises the chosen options on load so it's not always the same face you start with.
- The car can bounce off walls now (this feature is a little buggy and may need attention in future).
- The cityscape map is now properly populated with walls.
- Because it is now a much larger undertaking to navigate the cityscape, the objective icons have small arrows that point towards where their depicted objective is in relation to the car.
- The car has headlights now, which are used to indicate which end is the front end, a necessity when a collision with an obstacle can completely change its direction.
- All known bugs from the original version were fixed.
- The game is a single executable file now, which is easier and cleaner to run.
Here is a list of features that were intended to be in the game that currently are not, but may make an appearance in the future:
- A time limit on missions.
- Minigames at the end of the Grandma's Funeral and Closing Work Shift missions that the player would have to complete before the mission is considered "won".
- Successive play; the game quitting after game night would be removed and instead you would begin a new week and have to corrall your players all over again. There would be some small amount of the playspace that would be changed by previously made decisions.
- In the vein of the above: The decision that you make at the end of the mission where you go on a date with a player's mother is supposed to be meaningful: Taking her to the burrito joint ends the mission the same way any other mission would be ended; taking her to the fancy restaurant is meant to begin a long-term relationship that prevents you receiving this mission in the future but has a chance of putting an immovable block on one of the days of the week in the GM's slot on future occasions. Currently all the decision controls is which mission ending splash you get.
- The above mission is also supposed to have an interstitial phone chat scene before the mission starts but after the discussion with the mission-giving player. This was not included originally because it required a completely new marquee for the phone scene.
- The mission field is supposed to be procedurally generated. This is not only very difficult to do in GameMaker in general, but the specific cityscape design required for the game requires a degree of human-like attention. If I am going to include this I would likely wish to thoroughly rework it.
Files
AreWeAllGoodForGameNight.exe 3.1 MB
Jul 29, 2019
Get Are We All Good For Game Night?
Are We All Good For Game Night?
A Game About Corralling Tabletop Players
Status | Prototype |
Author | CleverCrumbish |
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