Post Mortem


What Went Well

The coding for all of the playable characters and their abilities went very well. Our main coder, Cindy, has all the basic and essential mechanic in fairly early into the process, which allowed more time for coming up with and adding interesting features upon the basic gameplay. On my part, I would say that the 3D modeling process went pretty smoothly. Since I'm used to simple 3D modeling, I was able to finish the assets with the low-poly style that we were going for fairly early into the making process as well. This resulted in the environment of the game being the first thing to be finished. In addition, creating effects like fog, light, and particle systems went without any problems and created a complete atmosphere in which the playtesters can experience before the final version.  

Problems

During the process of the game, up until the final version, we have encountered several problems. First, the colliders of the trees were too big that the players' charcters cannot walk between multiple trees. We fixed the tree colliders to be smaller, but the players can still get stuck if they run straight at the tree. As a result, we also decreased the size of the colliders on the players. However, there are still some instance that they can get stuck. There was also a problem with the lake collider, where the smaller player's character can go under the lake. Overall, there were just a lot of collider problems that surfaced everytime we playtest. As for myself, after making the models, I have to rig them for animation. Since I have never rigged any models before, it took a while in order to learn and actually make the animation works. This took longer than the time I has planned to work on the rigging, resulting in less time for me to work on other things like the UI. In addition, we had a problem where things were showing up on the minimap that weren't supposed to, or that the canvas wouldn't show up on all of the displays. These technical problems were fixed fairly quickly. Lastly, the trees on the terrain were a bit tricky to balance, since we cannot have the billboarding number too low that the trees that are further away doesn't render in front of the player, however, the number cannot be too high either, since the game will start lagging.

Next Steps

The game can have more levels as one of the next steps we can take. By more levels, this could mean more variation of the different locations beside a forest, and also more types of the human characters as well as different types of mythical creatures with different abilities for each level. In addition, we could add more depth to the setting of the game by having a storyline, as well as more audio and visual feedbacks. After the final presentation, we got some interesting feedbacks that could become our next steps as well. This includes making the game have more players playing as the human charcaters finding the Saeus, since this would make the Saeus less advantegeous that it is right now. Moreover, the edge of the map can be something more prominent, like a cliff or really mountains to communicate more clearly that the players cannot go pass that area. The human characters can also have more abilities that involve baiting the creature a well, like placing mushrooms so that they can wait to ambush when the creature comes.

Files

SAEUS-MAC.app.zip 62 MB
Oct 29, 2019
SAEUS-WINDOWS.zip 59 MB
Oct 29, 2019

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