- 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.