Post Mortem
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The Game Is Finished! And now we can all breathe out as we gain our experiences from our work and our groups, to proceed with this knowledge into future developments. And the closest is the Arcade Production. Which I think most people are very excited about I am very happy with our finished game, and many people at the playtesting thought so too. We asked the testers a few questions, for example we asked What do you think was Aetherials biggest success?
Now the story was actually something we discussed very early but never developed until the very last week, because the story didn’t require too much effort, only that the comic style painting needed to be done, I really think that it impacts the game a lot, since it gives a purpose to the players so that they know why they are actually fighting, rather than being thrown into a boxing ring with nothing but boxing gloves and no knowledge of why you are there.
The gradual gameplay is in fact…designed by me! I took what I had learned from Ernest Adams book Fundamentals Of Game Design and applied what he calls an ideal game progression. And therefore the game does not feel too punishing or too easy ( for most people ) Ernest Adamns words was proven to be effective in our game so that it would not feel too easy or too hard. The art style was awesomely made by our groups graphics and I have spent some time discussing with the artists how we would proceed with the renditions of these enemies and I have spoken earlier in my blogs how I did so, if you are interested you can take a look at those there. But the enemies that look cute can be dangerous in any case, and it was not intended for the “captain” to be someone evil, but some people might interpret it as such. What I was able to learn during this time was to actively communicate with my team-members and make a schedule that would work for all of us. What I also learned was that we needed to work in a location and not just on our own or in our own spaces. The thing that was the most valuable lesson during this time was to be able to work with indifferences and to try and stay together as a group, which is not always hard when you might feel frustrating for some. And we did so by talking with eachother and trying to improve ourselves from that, The process of doing agile was very beneficial for us since it gave us a good grasp of what we needed to do every week. We created a game in which you play as a ship and take down aliens that have come out an anomaly, and you are there to save the planet. it is pretty simple and often a thing that shoot em up games are doing ( as a story ). But I am glad we have made a really nice game, and I was quite amazed that we have actually made something this great in the end.
Thanks for reading, and I hope you continue to make awesome games!
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