6. How it all ended and what I’ve learned
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Hello there, the name is Carl and this will be my last blog post reporting the progress of my game, Depth. In this blog post, I will be talking about what I have learned and how the game turned out. One of the greatest things with my group was our workflow and communication to the project. The group never had any disputes, we took our time to talk everything over and we were able to have our daily meetings, whether it being meeting up face to face or just talking over Discord. So some of the things I will definitly take away from this experience, group wise, is the communication and workflow. On a more personal note, the biggest thing that I will take away from this course is my role as a Lead Designer and level designer. Because of this course I could explore different ways of creating levels. Example being when I tried to come up with the concept of the tutorial level, at this point in the education, we had not really had any lectures on what think and not think about. The only thing we had been taught was the thought process behind the earlier Super Mario games, and how they introduce the mechanics through the level. Even though that is a really good introduction to level design, I wanted to explore how other games introduces their controls and mechanics. I started looking into articles pointing out how certain games does it, and one game that was always mentioned was a game called VVVVVV, where the developer introduces the controls and mechanics through subtle hints in the background. By having those two in mind, it became much easier to design a tutorial, and thanks to this, I did not really have to worry about designing the main level because I knew everything had been introduced in the tutorial. So, as a summary, what did I learn and how did the game turn out? That was all I had to say this, thank you all for taking the time to read this!
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