FMP Evalution

Summary

In this evaluation, I will discuss my progression throughout this project, what I’ve learnt, if I created what I set out for and did I meet my deadlines.

 

Progression

At the beginning, I focused mostly on graphics and tried to resist the temptation to code. I mostly succeeded with this task, occasionally coding more than needed, however coding that bit extra improve my games performance overall, example: removing unnecessary code.

When creating the graphics, I originally altered the visuals a lot, because I wasn’t quite sure what I wanted, but continuing on forwards, I started to understand what I wanted visually.

When I finished all the basic animations, except for the guard walking, I started development on a new mode called, “Endless Mode”. It didn’t take long to create the auto generation, but it did take long for the guard object, it kept crashing the game. I eventually got it fix though.

endless mode

When I completed Endless Mode I attached it to the menu screen and started to create more graphics for the levels.

menu_screen_V3

Afterwards I updated the menu screen so it would look better and an occasional event would appear (5 events; 4 common and 1 rare).

Here are all the rooms’ overview:

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That was everything I made for the game, however I had more planned. I had thought of a whole story; what would’ve happened before and afterwards. In this story there would have been a rebellion uprising against Raifu Nikushimi, the previous story is about criminals from the past (18+) and the future story would be them returning through Raifu Nikushimi releasing them, which would explains why his face is falling off; because he is turning into the grim reaper through consuming dark smoke. Afterwards things would start to get dark again. So the age rating would go, 18+, 7+, 12+ and back to 18+.

I was also thinking of making book versions 18+ with more graphical details and the games 7-12+, which would be more child friendly.

 

Did I create what I wanted?

I didn’t create everything I wanted, but I did create most of what I planned this project, with the only exception being the band wheel. What I wanted was a whole complete game, which would explain everything. This is however, probably impossible to do in 3 months and with limited resources, but I would have loved to see it.

What I planned though was a narrative adventure game with a combat system that uses a flute in real-time, which is used to make enemies fall asleep or go into a different state. I made the enemies fall asleep, but I didn’t make the other states.

Even though I didn’t create everything I planned, I did create more graphics than I thought I would. There’s over 40 graphics in the tile maps, more than 10 animations, a rat and 4/5 characters (1 has a portrait, but not an AI body). I did quite a bit to say the least, probably even enough to make a full game out of it, granted not a game with much variety.

 

Did I meet the deadlines I set?

I didn’t create a task sheet, but I did keep track of what needed to be done. With that said I didn’t meet all the deadlines I set myself, for example: Making the enemies work within a week or two. I wasn’t able to do this at the time, because my programming skills were lacking, but I did eventually get it done at a later date.

The deadlines I made myself were typically a weekly basis. I gave myself a list of tasks to complete within that time period and adapted the development process depending on how long the tasks took me to do. Most of the time, I finished on time, meaning it was a good deadline set. Some of the time though I completed the tasks quicker than expected, so I gave myself extra tasks. Less commonly, the tasks took longer than expected, typically due to unexpected circumstances, like code filled with bugs, so I delayed the tasks to following week.

If I was unable to do the tasks, because of technical issues, I would delay that task forward and focus on another task I could do.

 

What I learnt?

There was a lot of things learnt throughout this project and will try to summaries each subject:

 

  • Programming – I learnt how to program in GMS2, how to store data onto the computer and use it in the game, about stacking, switches, grids, maps, map generation, setting up a camera, how code works in terms of order and code interference, knowledge of instances and more

 

  • Graphics – I learnt how important separating layers is, the effect of how surrounding colours can alter the perception of other colours, how small details can change the whole image, the importance of certain details over others and ways to speed up creation of the process, example: reusing assets.

 

  • Story – That creating a whole story timeline can help me figure out what characters should look like, what time period should it be set in, what levels should look like and where the game location is set. I also found that, while creating the game I came up with more ideas of what should happen next, it went hand in hand with each other.

 

  • Synergy – I learnt that to create a better final outcome, that working on different areas of the game sparked ideas of what I should do next, how to fix certain problems, what was and wasn’t necessary to create and that mood boards helped to create different creation. An example: Creating graphics could make me think of a new area in the game to explore, which could give me a story idea to write about, which could make me think a new villain/hero the game could include, which I create a mood board to visualise and then back to creating the graphics.

 

On a side note, I’ve learnt how bad it feels to just stop working on a project, which you’ve put extra effort into. The more I created of the world, the more attached I got and to just stop, hurts emotionally. So I’m not going to stop fully, I am going to focus on creating the story in my own time.

Even though the project was hard at times and occasionally I wanted to quit and focus on a simpler concept, I am glad I continued, because I feel accomplished and have created a piece of art, at least to me.

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