The Sword Before the Slime
17 Apr 2019
Since I’ll be wrapping up development soon there won’t be much
content for a dedicated devlog. So instead I’ll be doing a series of
post mortems reflecting on the development of Sword and the Slime.
To kick things of we’ll start at the beginning.
And in the beginning there was no slime in The Sword and the Slime.
At this point I had been to three or so game jams, had a few game
concepts that didn’t go anywhere, and had not written a single line
of code (I still haven’t). The original idea of this game was more
serious in tone and the sword would have been bound to different
characters, and if you strayed too far from them the sword would
lose its magical power and fall useless to the floor. The intro
would have been an “on rails” experience following a world weary,
but still powerful, wizard on his last hurrah to stop some calamity
or some such. It would be your job to follow him around and protect
him as he did his thing and casts this big ol’ mcguffin spell to
save the world. But he still dies at the end, very dramatic, very
sad, you all would have cried I promise. After all this the sword
falls and is left in the dungeon for countless years… only to be
found again by a lost and defenseless youth in the dungeon. From
that point on the sword would be bound to the kid who would follow
the sword, giving the player more direct control of the game. The
rest writes itself, protect the kid because you have to not because
you want to, fight scary monsters yada yada, guide them through the
dungeon, growing bond and trust… would have been great.
But as it turns out creating a dynamic and convincing AI is tough.
Who knew.
Like a good and proper game dev I kicked that core design issue down
the road. I was sure I’d figure it out eventually. In the meantime,
the “kid” placeholder sprite was a green block. And it was dumb. I
mean really dumb. It had the bare minimum amount of functionality.
So sure, it would follow the sword around no problem, even if it was
off a cliff or into open flame or a maw of pointy bits.
So there I was watching this dumb green block sprint off of cliffs
while I contemplated the daunting task of creating a dynamic and
responsive character. Watching this pitiful display I thought the
green block looked a bit like a generic green slime cube. I giggled
at thought and dismissed it. Then I did a double take.
If it was a slime it would be easier to program… it was practically
done.
If it was a slime it could eat things
It could grow as it eats
It could shrink as it took damage
It’s size would become a natural health indicator.
It could bounce and jiggle and then some.
The more I thought about it the better it was. Not only did it sound
way more fun and original, but more importantly it would cut down on
design complexity. The only new problem was tying a flying sword and
slime together into a narrative, but that would be much easier to
figure out. I’ve learned (the hard way, several times) that so much
of game design is knowing what not to do, and when to cut your
losses. Even if it means taking a project in a radically different
direction. That being said I’ve still been working on this game on
and off for 3 plus years, it is scary to think how far along it
would be now if I had stuck to my guns… Looking back I’m glad I made
the call I did, and not just for the time and effort saved because
The Sword and the Slime is so much better for it, having become this
weird silly playful thing.