Success/Failure/Future development


I think this project was overly ambitious considering the time frame we had. We are not at a proficient enough skill level to pull off something like this so quickly. The greatest success from this might have been how much we learned. We would always experiment with new mechanics in every single one of our games, but just so much experience was gained from this. After playtesting, it was noted that some computers were unable to get a decent FPS while without build I was still able to run on 130+ FPS. Alex Wang (https://alextianyouwang.itch.io/) play tested our game, and had a bug in which parts of the screen are clouded with blackness. 

Successes:

- We were able to have a sort of playable game in time

- The visuals are mostly aesthetically pleasing

- The player movements function well and has unique qualities to them

- The levels satisfied the prompt of having progressively harder levels

Failures:

- It's obvious that the game is unpolished

- Player jump can feel very weird

- There are some apparent bugs that haven't been fixed

- The maps can be unorganized at times


What to add in future development:

- Polish up the maps, and also add puzzle elements

- Add more enemy types

- Fix out all the bugs on the enemies

- The second enemy type can be updated so that with even more than two of this enemy, they can create a chain of lasers that trap the player

- Add more skills to the player, there were more ideas for abilities but did not have time to add

- Optimize the game: 1). There are too much real time lighting. 2). the cumulation of unused  or unnecessary physics assets in the scene.

- Add lighting and reflection probes to make the scenes look better. Current edition only utilizes SSR.

- Implement more and coherent interactable physics assets into the game.

- Construct a narrative into the game. 

Get Blue Wheels

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