The Making of Kakatte Koi Yo!
Getting Started
Kakatte started with an idea of a game where combat was centered around using fish as weapons.
- Getting started with this game was difficult as a lot of programming was needed to get simple movement working.
- Having never made movement that felt completely fluid, I had to make sure all of my code was optimized just to get simple commands to feel normal.
- It took months to write the code for controller type deduction that matched those controllers to the players that joined.
First Build
This is a video of what weeks of programming and 11 different scripts looks like without art. Here you can see the move, jump, fish, pickup, and drop mechanics at work.
Playtesting
This game was put through a number of play-testing sessions with our peers, with children, and with people with more experience in the industry. Here's a picture of the team setting up for the Logan Theatre Playtest Party.
This event provided good feedback about what makes a multiplayer game fun. Read the article about the event that mentions our game here.
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E3
To the surprise of everyone, Kakatte was chosen as a finalist in E3's college game competition. This meant that the game was featured at E3 at its very own booth where we gained more understanding of how to improve our game for more professional platforms.