Yogscast Game Jam
Jam Duration: 48 Hours
Jam Theme: Giving
Development Roles: Level Designer, System Designer, Programmer
Software: Unity, Github
Genre: Action, Isometric Single Player
Summary: In Ammo Runner, you run around a live battlefield supplying your allies with whatever ammo you can carry. You don't have to fight, just avoid any incoming fire and keep your allies supplied with the right ammo, before they lose the fight from lack of ammunition.
Designer/Programmer: Jeremy Davenport
Programmer/Artist: skaljowsky (itch.io username)
Animator/Artist/Designer: cpt001 (itch.io username)
Game Page: https://hornredfire.itch.io/ammo-runner
You Give... Bullets?: For the Yogscast game jam, I paired up with two other developers. During our brainstorming session, one of them suggested delivering and giving ammo out for people on a battlefield. The inspiration came from the third Matrix movie where they had people running around crates of ammo for the mechs that would be constantly shooting until they run out. Our game set out to be along the same lines.
The Loop: The initial gameplay loop was pretty easy to iron out. You run around a battlefield carrying a certain amount of ammo and giving it to allies that would need it. We also included a health bar to the player to add difficulty in delivering the ammo by having them avoid mines (we didn't get to include gunfire lines by the deadline). I scripted the inventory that the player would manage for the ammo crates, interacting with resupply points to take and drop ammo off, and basic UI elements. Towards the end of the jam, I made a quick hilly map in Unity to put everything in. All three of us managed all of the project files and assets made on a Git repository and I tried to get rid of as many bugs by the submission time.
Feedback & Going Forward: We received a few comments on our submission from other game jam people that really like the novelty of the idea and would have liked to see more added to the game. After the game jam, we decided that we liked the idea enough that we would continue to work on it a bit afterwards. Mostly to add the stuff we planned and then see what would happen afterwards.