Post Mortem


I think the game went pretty well. There are many improvements to be made, but I think within the time frame I was able to construct a pretty enjoyable and complete game.

Successes:

- The game has good completion. 

- Experimentation with new concepts and mechanics.

- Creates different moods.

- Visually appealing.

Failures:

- Could not include a narrative.

- Tutorial is not well done.

- Menu screen does not look very appealing.

- Did not have time to make the tower into a final boss.


Future Dev:

- Better sound design.

- Better indicators on the enemies.

- Include a narrative.

- Add more layers to the progressing gameplay.

- Turn the tower into a final boss.


Lessons Learned: I have learnt so much from this project. I understand the NavMesh system so much more now. In the future I really want to experiment more with this system as it has so much potential, in not just AI NPCs but for the player system as well. Furthermore, I was experimenting so much more with game mechanics that require different codes. For example gravitational fields around enemy type 3, or the reflection of bullets based on their angles and strength are some things that taught me a lot about the physics side of the game. Also, this project really sparked an interest for me in using 2D sprites in 3D environments. I never knew adding a normal map to a 2D sprite can make it pop so much more. Another thing that I hopefully learnt from this project is to scale projects down a bit according to the time frame given. I think a more complete game could've been created if I narrowed down the scopes a bit more. Furthermore, I think focusing on the mechanics is the most essential part of the project. I think I got too hung up on what the aesthetics should look like and wasted some valuable time. The overall mechanics was great, but if I was more time efficient I could've made everything more balanced.

Get Fighter Zero

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