Sprint 6
Week 9-Week 10
Week 9-Week 10
Overall just tweaking some final parts to make the game look and flow as smooth as it possibly can, adding in some items to test mechanics and changing overall aspects of the style.
-Removed footstep noises for being too much and overall not meshing well with other sounds
-Added in a little testing location for mechanics earlier in the game
Once Upon a Spider - Live life on the little side - Vector Roberson - Music Credits: Kevin Macleod -
Design - I would say that the main strengths of the game are the mechanics, they create a strong ground base for the rest of the game and how you can interact with the space and level in general. Another strength would be the overall aesthetic semi realistic low poly style, the colors are all made to have a complimentary aspect to at least two other objects next to them to try and create a visual harmony
As for weaknesses I would also have to say mechanics as there was a solid part of the wall walking that I was never truly able to get down but I hope that during the break I get the time to fully flesh it out
A couple unforeseen dilemmas would be the player path in a free roaming game plan, I had never thought about the amount of effort free play games had to do to get you to go to specific places it all went over my head until I couldn’t ignore it anymore and if I was gonna do anything differently I would probably change my work flow I feel as if if I had gotten the aesthetic down earlier in my process a lot of the other stuff along with the player path would have come a lot easier
Scope - I would say that my scope was pretty perfect for the constraints that I had, I was really able to do everything that I set out to do and overall the amount of work I had to do was a little more than I had originally intended but that was mainly just in time used to try and fiddle with the wall crawling mechanic
Planning - I would say I planned this fairly well, everything ended up in the scope of which I thought it would minus one minor hiccup but aside from that, I met my goals and learned a lot throughout this entire process
Execution / Testing - Some overall difficulties for me would be my repeat testing, I had never believed that sometimes the instance of which your code/blueprint was in could just be bad, like a node just stops responding, so I had faith in that until I learned to just keep making new test iterations. A surprise might’ve been just that I didn’t know how much I could personally do without scouring the internet and a lot of the systems and mechanics in the game are just me off the dome. An unforeseen demand of this project might’ve been rigging but overall it was just more time than I could’ve actually given due to other classes, I would’ve loved to devote way more time to this project but I think I gave it my all
Support - To be honest when things aren't going well I stayed up all night and devoted as much time as i physically could’ve to the project, I would say I didn’t get too much support or find that much just because my process was more of a time devotion thing.
Communication - I would honestly say that the playtesters that helped me out the most were my roommate Rose and my ex girlfriend Hallie. Since they dont play games too much it was easier to start trying to be foolproof based on their experiences rather than the experiences of people who’ve played more games.
Learnings - I would say that this was definitely a success in multiple ways. With all that I created from scratch and how fast I did it I learned that I could probably replicate this project alot faster if I had to start over, a lot of the work I did is fairly intensive but it's basically like a puzzle because of how many times I’ve gone over it, just need to put the pieces in the right place. In other ways I’ve learned a lot more practical skills from doing all this work along with uses in substance painters and more node work in unreal. Before this project I had a very rudimentary understanding of pawns but after this I can understand them and use them a lot better than I had before.