21st/22nd October 2020- What’s left to do tomorrow, Reflecting on The Project, honestly
Tomorrow is hand-in date.
I feel like today my mind and stress was put to ease a lot more, thanks to my supportive tutors and helpful team. We got a working drag/drop scene, button system, and there is only a handful more glitches we need to fix before audio is implemented. I am very excited to hand this in.
What remains to be done:
- Iron out bugs
- (X one is a start, the green X’s are sometimes in a frozen state after clicking, although the game still proceeds
- apply drag and drop script to all objects
- double-check if the timer is working on all scenes
- audio
Post Mortem:
what is a post mortem?
A post mortem is a reflection upon your game after everything is said and done, done and dusted, and released.
My post mortem- My thoughts:
This project, undoubtedly, has to be the most stressful, anger-inducing, sleep-depriving project I have ever worked on in my year or so of the college GAVFX course, although the payoff was a somewhat working game. It really further opened my eyes to how much of this rabbit hole I have left to learn, the rabbit hole being the GAVFX industry, and how I can improve my skills.
So, in retrospect, what went well:
I feel like we were efficient with assembling the game, considering the issues we had with getting our engine to work for 2 weeks, and sprites and scenes were efficient yet not rushed. The teamwork on the programming was somewhat good as well, and the satisfaction of even a PARTLY working game is one I enjoy. The game is fun, and that is something game developers should always shoot for.
What went wrong:
- Time management
- Too much time was spent worrying or elsewhere to where it needed to be
- Started game development too late, concept and ideas phase took up too much time.
- Engine issues
- locked out for a solid 2 weeks, which set us back majorly.
- Unfair workload
- next time workload needs to be distributed equally and all members need to deliver ON TIME, without delay.
- Animations
- A lot of the game was static and lacked movement, and I feel like it might have made the game feel a little more alive and visually pleasing if he had them.