Postmortem


- Successes (What went right)

  1. Our game has been kept testing in the team during the whole developing process. We want to make sure that everything is on the right track.  We would test the new changes added by the last teammate and give her the feedback.
  2. The whole graphics of this game has its own style and even the characters and the backgrounds elements were done by two different people, the style of this game is still the same.
  3. We would like to provide the players with slightly different game experience at each level. So the first level is outdoor, which is outside of the prince’s castle. The second level is indoor, which is the hallway to the prince’s room. The last level is the prince's room which is the final boss stage. Scene changes are telling the players what’s the story is without too many scripts.

- Failures (What went wrong)

  1. Unity collaboration is a little bit tricky and it does take time to figure out how we should distribute the timing among teammates. The process of syncing might affect the changes by other members. 
  2. Since this is a game let the player have to try so many times to pass each level, the failure would keep appearing. We spent time thinking about what’s the best way to represent that the player is dead and ready to restart. We decided to add a tiny animation instead of the “try again” scene at the first two levels. The final level has the “try again” scene. Still not sure if this fit the game logics or not. 
  3. Cause the player controller and player animation is done by different group members, we had difficulty optimizing the code in the third stage. For example, when trying to add a delay after the player’s death and reload the whole scene, we had to change many related scripts to get the effect we wanted. 
  4. Still having problems with text and canvas, in the 3rd level, there is a countdown on how many respawn chances you have left, however during the building process the text went super small. Probably because we forgot to check the overflow box in the inspector.

-Lessons Learned (What did you learn from your failures or how did you overcome them)

1. Online cooperation is very difficult, that since we are working on the same project that we need to really consider the time that we all work until very last moment of the deadline. Also it is hard to communicate with each other online. Thankfully, everyone in our group was actively involved in communicating with each other to solve the problem. 

2. Player's feedback is very important that at the beginning we set the level very hard and difficult to achieve our goal, however, after the play test we adjust it with in the feedback we got from the player. Testing is very important.

3. . In the future, setting some public variables might make it easier for each team member to code their own parts, without interrupting each other’s logic.

 Future Development 

-Animation: make it looks more smooth,improve the smoothness of the animation and test with different player moving speed to make it work better. Add more possible interaction to the player, such as hiding behind things, or to sit down to avoid the attack.

-Level 3 : make it more complete and attractive.  Improve the interaction between the player and the enemy. 

- complete the background story of the whole concept, and use the elements in the scene to tell the story. 

- set check points within each scene so that the player doesn’t have to start all over again every time. 

Files

Platform-mac.zip 43 MB
Apr 07, 2021
Platform-win.zip 34 MB
Apr 07, 2021
Platform-web.zip Play in browser
Apr 07, 2021

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