Friday, 14 April 2017

Evaluation


My skills
During this time of my final major project I believe to have improved quite a few skills, my first is cooperation with a teammate. Usually I have worked on all projects in the past solo except for one where I was the project manager of an entire class so I already had experience in that department, this unit just allowed me to work on the skills I had already learned and improve upon them.

Due to my teammate being a 3D asset creator he decided to teach me some valuable skills as he went along including how to use a bezier curve. I didn't improve upon my 3D that much since I didn't put the skills into use but it was a few short taught lessons while he went along.

I also feel like I improved upon my story telling skills, while my english skills are very low the script I wrote felt like a good job. I feel like if someone read it they can get a good image of how the level were to be played out especially if it were a real budgeted triple A or indie game.

While I feel like I did some hard work Alex did a lot of extremely hard work when it came down to the project, I laid the foundation mostly by creating the story, planning out how the term would go, doing the schedule and a lot of the more writing based work whilst he contributed heavily to the 3D asset making which is a very hard area to work in, in my opinion so I feel like Alex did an amazing job on his side of the project.

Below are screenshots of the issues we encountered and the work schedule of the project.

This is an issue log of what we encountered when developing the game.

This is a schedule of the project with estimated dates of when we started certain phases and when we finished them.

Our time management wasn't the best but it was good enough sticking to the project and getting work done. Both my teammate and I stuck to the plan and if we wasted time on creating something that wouldn't work in the game or fit in then we made up for it within our own break times.



The overall arching problem of the project was the coding side of the game, since it was a walking simulator we tried to concentrate on the story and art of the game but some of the mechanics I wanted contributed towards that story telling phase, some of the mechanics included walking into a door which would teleport the player from one scene to the next, picking up an object, connected said object to another object etc.

While the idea I had didn't fully come into fruition I have to say it wasn't a terribly wasted project since only two of us worked on it, I feel like if we had a third person who knew coding in unity then the game would have become a lot more better than what it was and could have been an even more enjoyable project to make. However, with the resources and skills we had we developed the game as best as we could creating assets, promotional art, scripts, texturing etc. It all contributed to the project and made it feel like it was a game being made professionally. It definitely met the standards of the target audience.

If we had to do the project again I'd definitely improve it by concentrating on if I could or could not actually add the mechanics that I wanted in game. This way we could make an even better walking simulator by working around the problems earlier on instead of encountering them at a late date in the project. I'd definitely improve the project management process and techniques that I applied, since I was still a little rusty on how to manage a project and have definitely improved the skills needed to manage the project in a more efficient way.

If I had to make an input on how to change the project I would probably change the setting and environment, although a prison on a cliff edge sounds like a good idea I found the prison setting to be limited on what you can produce, I would go back and change the demo into a town setting as we could morph the landscape more and I think create an even more intriguing setting rather than a prison.

With future projects I will make sure that I know fully what my teammates are capable of and what needs to be added into the game. Especially with the programming, I thought I'd be able to learn pieces of code that could fit into the game easily but found it to be very difficult so I'd definitely make sure that I have the correct teammates for the features I want, and if i don't then work around it so my teammates can just concentrate on that area of work and we can still produce a game that fits our standards.

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