post-mortem

So this was a fun one. I was not able to work on my game on Monday and all, also ended up only being able to work on it for a few hours on Sunday. I got a lot further than I thought I would and I am pretty happy with how it turned out.

This was one of the themes I saw on the list that I did not want to do, so it took me awhile to come up with an idea I liked. I ended up with the stealth based 3d platformer mainly because I had never tried to do a stealth game before.

What Went Right

The Level Creation went well. Unity makes it easy for one man teams to make larger levels and get collision working

Enemy patrols and detection- They are alittle jerky when turning around, but in all I like how the enemies move around. People seemed to understand right away that they needed to stay out of the red light in front of them

The Camera- about half way through the day on Saturday I threw out my camera script and re-wrote it. Giving the player full control over the camera has its drawbacks but since you play as such a small character the player needed to be able to look up and around them to find their way around.

What Went Wrong

Player movement- This is the big one. I made my movement and camera together at first, so when I got rid of my camera my movement suffered for it. I was not able to redo it in time. Because of this the player moves too quickly at times and can be hard to control.

The Map- Just play the game and you can see how this went wrong….

The Tutorial- I waited too long to do the tutorial and because of that it is not very good.

 

What I wanted to add

A real map

In game dialog, some witty remarks from the bug bot and stuff

better lighting, me and unity still don’t get along when it comes to light

better controls

More toys, I had lots of different gadgets I wanted the player to be able to use, but I never could add them in

 

All in all I am happy with how far I got. Hopefully next time I will have my full team to help me

Tags: post-mortem