Postmortem
Postmortem
Successes
We successfully bring most of our design into the game. The intermission level works well, along with the difficulty of each level. With no art background, we are very happy to complete the game with all assets drawn or created by us. We take different parts of the game and integrate our parts together, we are able to do this and tackle any errors or bugs along the way.
Challenges
Group work on such a big project with large files is quite challenging for us. We thought of various ways to collaborate and finally decided to go with a Github repository. There are also a few cases where two group members might be working on the repo at the same time and create some merge problems. Most of the time we abandon the version with fewer changes and keep the version with bigger changes, more deletions, and insertions of code.
What we learned
We definitely have more experience in collaborating with unity and Github. The creation of assets also brings out the artistic side of us. There is no way to guarantee that we learn to deliver perfect code but we definitely learn to fix errors together when one arises, usually, just changes in small things can fix multiple errors in our code. Attention to detail is definitely something that we take away with this assignment.
Possible Future Revisions
Even with the three-week coding period, the game is still slightly off with what we had imagined. If we were to have more time to work on the game, a minimap would be a feature that we want to add. We also want some cool interaction with players including the screen flashing red when the oxygen level is negative.
Countdown
Status | Released |
Author | aliceyin |
Genre | Platformer |
Tags | 2D |
More posts
- Game Development ProcessOct 22, 2021
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