Blog Post 6. New.
|
It has been very fun to work with my group and to make assets for the game. We approached our game from a Mechanics, Dynamics to Aesthetics type of way. I feel like we made the game in that order because the Aesthetics had already been given to us in the form of a concept document. I would argue however that we should have gone from an Aesthetics point of view and worked backwards,in a way our mechanics where decided so specifically and so early that we restricted the feeling of the game to them. For instance the one enemy we had, which was suppose to be that first out of 3 enemies, as well as the easiest of them, had an attack movement which placed it behind the player where he was unable to shoot it while it was still dealing damage. Which created a feeling of unfairness as well as difficulty for an enemy which should have been easy. As such we made it the main enemy, which just made the Aesthetics of the game confusing. In the end we managed to create a fully functioning game, it contained all the most basic features which we expected from the start. We managed to capture the Aesthetic feeling of the concept document, the biggest flaw was likely it’s short duration and lack of variation in enemy types, it was quite lackluster. It was the first fully working game I’ve made so although it did not become perfect I’m proud that we managed to make it. In the end we where unable to add a lot of the art assets I had made which is probably the most disappointing thing for me. the scrum was a good tool, however we did not use it in a way that could have helped us reach our full potential. I think we where unprepared for the amount of work necessary and overconfident in our ability to deliver. For my next game I will improve my work ethic, my time management and I will work everyday with my group to make sure we have a good dynamic and that everything goes as planned. |