Big Game Project; Final Week

Everything started out nicely until two days before the exhibition. All was in order and we started to build the lights a last time and going for the final build. But as we started doing that, our server crashed end the only working recovery point was three days old..

We wanted to get to the root of the problem, as no one knew what the reason for the crash was. We did not have the time to solve that problem so we went on to rebuild most of the things we lost and tried to make it look good enough.

It ended up with a version full of bugs, but it was still kind of playable, none of the sounds implemented before was there either.

Our AI programmer stayed behind trying to solve most of the bugs, then every time he wanted to create a build it failed, something about the third-person character blueprint. However, we set up the game and played it through the editor and it worked as a temporary solution.

We received a lot of good feedback regarding the game, and a lot of people liked it as it was different in style. We also made the “Hela Gotland News” (Its written in Swedish), where they asked us about the game and other questions like if it is difficult to get into the industry.

At the award ceremony, we where nominated but we never received a reward. We were pretty sure that we wouldn’t win anything, not because our game crashed, but because our game lacked a good gameplay.

Insights

Regarding the game concept overall, I took the blame for the concept not working. I failed to deliver my vision to my teammates and therefore we failed to deliver the vision to the people. The scope was to big, I did consider that the programmers did not possess any knowledge regarding Unreal Engine and it would take time for them to get the hang of it, but I was not ready for the crashes we had and that it would consume that much time.

Even when the people played the game and liked it, I was disappointed, mostly at myself. I was so caught up with reaching deadlines that I forgot about making the game.

I decided to ask my team to redo the project for next year, I will rewrite the hole design and portray the game as it was intended to be and as for now, they still want to do this and make it better. We may need to change the engine for the sake of the programmers.

I’ve made a lot of new contacts and hopefully they would be a great resource for our second try.
Our site may be inactive for a while, but hopefully we will set off at the start of our third year. NaarTheGame

Presenting the time one more time

Ahmad Ali, Producer/Lead Designer: https://ashvaganza.wordpress.com/

William Mayer, Lead Artst: https://urkenblogg.wordpress.com/

Marcus svensson, 3D Artist: https://sirfishy.wordpress.com/

Andreas Calmius, Level designer: https://calmius.wordpress.com/

Oscar Eriksson, Lead Programmer: https://orrexon.wordpress.com/

Ladbon Monjezizadeh, AI Programmer: https://ladbon.wordpress.com/

Herman Båtelsson, Programmer: https://hermanbatelsson.wordpress.com/