Postmortem


What went well

  • It was fairly easy to maintain the aesthetic and the color palettes from the original game. Since the sprites themselves were all simple shapes, and the neon effect were from the post-process layer, all we had to do was create simple sprites of the same simplistic style and add them under the same post-process layer.
  • Because the player movement as well as the blades straightforward, there was a lot of freedom to come up with additions to the orginal mechanic of the game. From this, the shooting, AI enemies, and the shield powerup.

Want went wrong

  • Initially, the grid background was the first thing we took out from the original because the line was too thick which made it distracting and hard for the player to see excatly where they are. However, we realized after that the grid lines are important to the story of the game. As a result, a new background was made using thinner lines of a darker color and some shadows to make it not distracting.
  • Also, matching the sound effects was a bit difficult. While it was easy to match the art style, we have to find sounds that would go well with the original sound effects, while also not being too distracting, or the opposite, to the background music.

What we learned

  • We learned how to create a project based off of someone else's code, looking at it and trying to understand what each thing does. In this project, we realized the importance of commenting the code well and also tried to do so for the members of the group in order for the project's workflow to go smoothly.
  • In addition, we learned how to add things to an original game and create a sequel. It was important that we first understand what the original creators had in mind when creating the game, mechanic-wise and visual-wise.

Next Steps

  • One of the next steps could be to add a reactive grid background which reacts to the different things the player does or happens in the environment. For example, when the enemy first spawn, there can be a particle effect coming from the grid which can move, indicating that an enemy is being spawn so that the player have time to react.
  • Moreover, there can be more types or powerups that the player can collect. For example, the player can collect something that can make them mover faster or shoot a more powerful shot for a certain amount of tim
  • There can also be scores for killing the enemies, as well as more types of enemies, like ones that take more than one bullet to kill, as well.
  • Also, there can be a smoother transition between the scenes, espcially when the player die. The smooth transition would be important if we were to add levels to the game as well.

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