Reflections and Roadmap for "Fighting Fire"


Reflections on what I achieved or could have accomplished during development of "Fighting Fire"

a)    What were you inspired by?

I am inspired by stories of frontline workers and civil servants
whom people tend to take their work for granted.

I felt that there are not too many computer games related to firefighting,
that people can pick up and play straightaway.

So these limitations inspire me to make the game.
Additionally, I feel the need to push myself harder and further to
familiarize with the Unity engine, and by making this game,
I can prove myself that I can make games in Unity.

b)    What sort of experience / message are you hoping your game will bring across to the player?

Not so much of an underlying message,
but personally I hope that I can use my art and drawing skills
to make players happy or entertained with gamifying
a seemingly-mundane job/position in a funny, entertaining way.

c)    Why did you end up choosing this direction for your game?

I think top-down action games are universally recognized by computer gamers
through gaming history, so I think it's a good way
to ease in gamers into new and different themes.

I managed to make a top-down shooting game, that is functional with smoothing animations and my own visual direction.
However, I feel that I am missing some common features from other Heritage Game Jam entries, such as menus, credits, and other win/loss conditions.

Roadmap for the future

  • Basic and additional menus to indicate win, loss conditions, and an introductory screen.
  • Boss character at end of all enemy waves.
  • Music to be added to various screens and gameplay scene.
  • Custom application icons for desktop version.

Files

build_webgl.zip Play in browser
Nov 21, 2021
poilamakesstuff_fightingfire_windows_x64-x86.zip 19 MB
Nov 21, 2021

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