Blazing Marshmallow Postmortem
One of the biggest takeaways we learned through this class is the importance of communication and the team being together in wanting a clear goal with what they want the game to be. At the start of development, we had a few different understandings of what the game's end goal was supposed to be. Some of us thought we were making a high paced platformer with various dilemmas for speed and burning while there were also conflicting concepts of it being a set speed auto runner game with the goal being the collect coins in the level. This lack of direction persisted into sprint 2 when we ended up having a proper sit down and discussion about our game and what the direction, while we didn't have everything fully panned out it helped bring us as a team together with a much clearer goal in mind. Putting more emphasis on having the team sit down and discuss the backlog more in depth would have been a great way to rectify this issue from the get-go.
Paper Prototype
The paper prototype in our development was primary my job as the team member with experience in boardgame/DnD styled games. Core concepts were getting the games core mechanics tested in board game format that made sure players enjoyed the base idea. In testing this map worked as a test and our players were utilizing fire to complete the map and ending up on low health as a result. Other players were safely moving across making for a working cycle of dilemmas the player faced over the course of the level.
Development
The first part of this game I helped develop was the basic movement controls. Our lead voiced how he wanted an auto runner that felt along the lines of Run2, temple run, or Subway surfer. I decided to start by making a movement similar to run 2 because it would give us the potential to evolve the concept of movement to be more dynamic and engaging for PC gameplay considering the other references were mobile games that have very different controls compared to what our game would be based on. For this movement a simple script that applied a transform position update was made. This was soon after changed to use rigid body systems with adding force for a more dynamic feeling acceleration over time. This included the left and right movement as well working on similar force-based inputs. At this point we had basic movement, but it felt horrible to play. The game was stale and had very little inputs from the player needed resulting in a rather dull experience. The grapple mechanics were implemented were great however there was a lack of control over these grapples, and they felt very erratic and awkward. To help give the player more control I created an addition aspect of the player controller that would give the player the ability to decrease and increase speed while in the air. However, there was a bug with this code that allowed the player to also increase their speed while jumping normally. This created a way for the player to rapidly increase their speed with a bunny hoping affect to progress the level far quicker than intended. This was the single best improvement our game had over its lifespan. Instead of getting rid of this bug I played into it and cleaned up what it gave to the player and the game was significantly more fun to play. I found myself actively playing just to play the game. With this new system also came some other problems that very rapidly were able to break the games levels. As a result, some rebalancing of the levels was needed and also reeling this new movement back a bit so that it would be a little more controlled and less buggy feeling. Next up for what went well in development was discussion of level tools. I noticed the lead was struggling with very few different ways to make variations to the level. Having an active discussion on ideas for the game led to the creation of weighted platforms, collapsing sections, and objects that could fly at the player. All of these changes born from just talking about the game together led to these additions.
The Feeling of Speed
Speed
Backend Tuning
What went wrong?
As for what went wrong with our game. the main issues were lack of clear game idea at the start, once that was locked down game development was smooth sailing for much of the time. There were issues spawned from other classes causing over workloads, but overall development was without major issues. If I were to start from the beginning, I wouldn't have added collectable pickups at such an early stage of development instead focusing on the games core movement more. Sometimes cards would be all made right as a sprint started rather than being fully prepared so making this all fully in line with getting our cards ready in the backlog before sprint 1 would be ideal. Luckily with how agile development is structured we were able to add cards in and start filling up the backlog with things to pull from rather than making cards for what's needed in that moment.
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