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Showing posts with the label Postmortem

Assignment 3 Postmortem

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I can't find a good image for this post, its due in three hours cut me some slack. Ok, we know the format at this point. Assignment 3 Lethel Cuts, good and bad, Successes and Failures.   Successes Everyone had fun, this is a big one. I was really afraid of going into playtests with a buggy game that people just didn't want to play but for the most part our testers had a great time. I know that it being multiplayer really affects this because even a boring game played with friends can be a good time but its still a good thing.  The intensity bar. Turns out to be a great mechanic once the players understand it. people enjoyed how it worked in a competitive match but also would experiment with it on friendly terms with their opponent to see what they could do with it and how it effected the game. art and music, many people said our game looked and sounded great which was something I wasn't thinking about until it came up but I'm very happy about it. All credit goes to the ...

Actual Driving Racing Post Mortem

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Look How They Massacred My Boy  I have to admit I feel a bit sheepish putting this post out. I know I said at the end of two of my previous posts I would get back to developing Actual Driving and finishing the Off Hand mechanic but sadly this is the end for Actual Driving's development, and I haven't put any more work into it. Ill get to why that is but first let's do Successes and Failures of the development cycle.   Successes Firstly I think it's a big success that I have developed a 3D game, there's not much gameplay to it but mechanically it feels pretty good to drive and you can explore an open world, not many other students can say they did that! The artwork. I'm so happy with the graphics update, I have showed the game around a bit and everyone comments on it and how unique it looks. I'm also pretty happy with the game design and concept. My first two games were a bit bland, mostly thinking up an interesting coat of paint to put over very generic game...

Merciful Space SHMUP Postmortem

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  Goodbye Merciful Space Its the end of space, on to the next dev cycle. So lets look at what happened here.  Same as last time, few things that went right, few that went wrong. Successes I actually have a playable game. I didn't kick every goal I was going for but unlike my first game this one can be played and you can be good or bad at it. I even found myself getting distracted by playing it when I should have been working on it. The art assets aren't as high quality as those given out but these ones are mine and they have character. Its got soul, and I am so proud that I'm using my own art. It also makes the game feel so much better because every part feels like it fits together.   I made a game that was my game and not just the game being used as an example in class, everyone else made a copy of asteroids. Asteroids is a good game but Merciful Space is my game, and I feel like I did so much more for that. Failures Ok so I didn't talk about this in a dev post but ...

Dagonet Platformer Postmortem

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Goodbye Dagonet Sadly I have come to the end of the time I have for development on Sir Dagonet. So lets go over how the development went.  to bring some structure to this, lets go over some things that went well and some that went less well.  Successes I learnt a lot about Gdevelop over the past few weeks working on this project. figuring things out  like  h ow to use a Boolean value to call functions, and also smaller things like just getting my head around the dev environment. Death and respawning. I was so happy when I got this working. Death meant that my game had stakes and a player could fail to pass a level or challenge. Respawning means a player that fails a challenge can attempt it again rather than being left on a empty screen.   Thinking in design. I did two pitches for platformer games, the first I realised required technical skills I don't yet possess and also might have stretched the ability of Gdevelop. I now have a much better idea of what c...