Post-mortem
Successes
For this game, we accomplished 75% of the tasks that we had planned for the game.
- Player controls with gamepad
- animations for getting hurt, punching, kicking, shooting, jumping
- Audio Manager that changes across scenes
- Game Manager that controls game flow with pause, options, and death screens
- Enemy Sprites with movement towards player with all different attack damages
- Pub-Sub System with Events
Challenges
We struggled with git because resolving merge conflicts often ended up deleting work that someone else had done. Another issue was having different systems. Often times a feature would work on someone else's computer but not another. As well as differences in editor and builds. We had added sound effects to the game, but they only worked in the unity editor and not in the build.
Things We Learned
Animations are cool! They're a nice way to make the game more interesting even with game objects that were intended to be stationary. We also ended up with a nice transition between music and a responsive UI. We learned a lot about creating assets too and utilizing created assets as prefabs to be consistent throughout the game.
Future Revisions
If given more time, we would like to create different end scenes based on the candy accumulated. We would've also like the boss level to be larger with more unique assets to really distinguish it between the rest of the levels.
Other small-medium changes are:
- More game-intuitive sprites to demonstrate gameplay
- Dialogue system
- XP system
- Inventory and equipment
- More details in the cutscene for a backstory
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