SPRINT 06
MILESTONE BREAKDOWN
Screenshots Collection
Gameplay Video
Post-Morterm
💡Design
Without a guide, players often struggle to understand the mechanics. To address this, there are two possible solutions:
Pre-boss puzzle rooms (like Super Mario Odyssey) that teach mechanics in a safe environment before players face the boss.
NPC hint system (like God of War 4) where an NPC gives verbal cues and hypothesis about mechanics.
(This is effective but may reduce the discovery experience for some players.)
🖼️Scope
I initially designed too many complex mechanics.
Fortunately, my professor suggested I trim down only the mechanics while keeping the rest.
Going forward, I’ll be more careful about managing my own workload when scoping a project.
📝Planning
The planning phase went very smoothly with no major issues.
🎮Execution / Testing
This was my first time building a combat demo, and I'm both proud and excited about what I achieved.
Most issues were resolved — except for a packaging problem related to a retargeting plugin created by a Japanese developer.
If I continue working on this demo, I may:
Try to contact the developer or seek help on GitHub;
Learn C++ to modify the plugin myself;
Redo the retargeting process or manually bind the skeleton.
👥Support
Although I developed most of the project solo, I regularly consulted with friends for feedback.
(I didn't implement every suggestion, but I carefully considered each one for feasibility.)
🏆Learnings
I learned many new technical skills and design perspectives from this project.
Overall, it was a very successful experience!! 🎉🎉