Thursday 20 June 2013

OVERALL REVIEW

MYSELF:

  • Learnt a lot, more softwares. Learnt from mistakes then solutions
  • Dealt with bigger team than last year, lots of experience
  • Done more 3D models, texture
  • Learnt to fix 3D models and things
  • Sorted out own workflow on 3D works

  • Need to speed up much faster workflow, need lots more practice: sketching, modelling, sculpting, some 2D assets making
  • Got lots trouble doing 3D and handing over the other teams member
  • Need to have low poly for team first ( I was a bit confused before on how to low poly things - Lars said he could do the rigging on high poly and apply on low poly later, we didn't make this point clear)
DESIGNER TEAM:
  • Had some visuals for game
  • Applied toon shader, and got all basic elements
  • Had animations and make game live

  • Lack of communications
  • Horribly slow on making visual assets (I don't blame on anyone, I might be the slowest)
  • No normal maps applied
  • No weapons are used
  • The style was not polished well

PROGRAMMER TEAM:
  • Connor Broad was the heart of the game, he made everything of the game
  • Very early to have the base of the game
  • Ding Yu worked on some UI, but we didn't apply them
  • Game mechanics is developed weekly 

  • Only Connor worked on coding was not enough, so AI couldn't be pulled out

However, it was a bigger team than last year, something might be worse, but I appreciated working with my team overall. :D

FUTURE THOUGHTS:
  • The gameplay is entertaining. In my opinion, we can push this game much further to make a really great game.