At least, the final day of the jam is here, and tensions are here, at least for other people. Other then a few UI things, my game is basically done, and at this point any extra work I put in is optional / polish.

artistic

The last few things I worked on are adding a win / lose UI, along with the ability to quit and restart from them. I then moved on to adding sound effects, for the first time in my game jam career.


The one wrinkle I still had was a weird bug where I could not get the root to change path while moving. Towards the end of the day, I started really focusing on trying to figure out what was wrong, mostly because I had the time to worry about it. In the end, I even had Jarred take a look at it, as a much more experienced unity dev.

Working with Jarred, I was able to figure out what was going wrong, which ended up being completely unrelated to coroutines or any other unity component, and instead was caused by some code I added to the pathfinding system in the project I copied it from.

Basically, as the path was written, it would save a reference to the path object on every tile, and then as it read through tiles, would check if there was an existing reference, and use that path's end point if a reference was found. This was to allow paths to intersect other paths and reroute to their end point, which I didn't want to happen in this case.


After uploading my project to the global game jam site, and trying to take a stupid picture for my team portrait (which I didn't end up using), We all headed to the main conference room for the presentations. The number of participants at this years jam was a lot less than previous years, so the presentation was relativly short, and my own presentation went fairly well.

I helped Bobby and the other organizers clean up, and plans to meet up for dinner were formed.

After a hectic drive to Coventry, Bobby, Colin, Wally, Jackson, Logan, and I met up and Rooster Taco, for a post jam party.