With less than a week to submit I am both anxious and excited for the deadline to arrive. I feel as though there is even more remaining than there was before, and we keep facing new issues so late in to development part of them are with respect to the assets we are still receiving and testing, to then find out they do not work properly. And the other problems are ours that we have either put off or have shown up as we continue to integrate our final parts. Although I was a little relieved as I saw everyone was working non stop with the final touches and remaining pieces. And we still had one week to resolve any outstanding problems before our presentation.
I finalized the inventory system for the game so with it adds the correct item to slot, allows the player to equip an item and change their stats, limits the amount of equipped items to prevent players from stacking an item on themselves, allows the player to drag and drop to reorganize their inventory and a delete button which removes that item from the list, although there is a problem with the delete button sometimes. I have also finished the system to drop randomized loot, and the combat system to calculate the amount of damage the player should inflict depending on his weapons (stats). I am quite happy with what these parts of the game that I have worked on as I feel that I can use them and improve them for later projects.
The progress my team has made has also been admirable despite the fact that we lost a team members and we were receiving assets far later than we had anticipated. Almost all the features we had set out to include into our game were implemented. Even though most of the programming was complete I felt there was a lack in the polish of the game and in the gameplay itself; with setting up things like enemy spawn points and patrol routes, better fine tuning with the combat, and some other small improvements that could’ve greatly helped.
Although the project is not yet over there has been a lot I have learned, most of it was through problems we faced when working so closely with a larger group from different disciplines, and some of it was through the problems I was facing with my own tasks. I’m quite glad that I had the chance to practice this type of collaboration now and learn from it, because in the work environment most games are only made with this collaboration. I will continue to work on setting up the assets we are receiving and fixing the remaining problems that we have for the game by net week.
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