Procrastination is something I have struggled with all my life, but on his project I elevated that to a whole new level. I deliberately avoided doing any work in class for weeks, and now I was forced to pay the repercussions; creating the complete game in one sitting. The original strategy was not to make the entire game in this manner, but a faulty download onto Google Drive left me with no choice, wiping away days of blood sweat and assets. I persisted forward, working nonstop for over 7 hours at a time. All my time in class was not complete wasted, because I still made sure to learn the unity platform vicariously through solving my friend's issues. My personal favorite part of the process between the terrain modeling, asset use and enemy creation was the sound design. I enjoyed programming in sound cues like the big chungus song death sound, and most of all, I enjoyed my short-lived role as the voice of Winston. My least favorite part of the game process was uploading the game onto a webgl browser. Picture this, you feel accomplished after finishing your multi hour game, you wipe sweat off your brow and get ready to call it a job well done, after all the only thing left is the submission.... Right?almost 2 hours and 4 online tutorials later, I finally succeeded. At one point, I thought the excruciating load times would force my game into being late. Doing this project today was legitimately one of the most stressful experiences in my life. So what did I learn from this stressful experience, you may ask? Firstly, I gained a greater grasp on the different tool that unity has at your disposal and gained an overall more solid foundation for future game design. Secondly, I learned the real moral of the story, do not procrastinate a game....EVER.
https://play.unity.com/mg/other/poop-0fpx Edit: in hindsight, maybe naming my game poop wasn't the smartest idea Edit:Edit: no idea why the trees got fucked up when the game got uploaded.
1 Comment
Due to my GDD covering the game, this will many be a blog post reflecting on the potential challenges of creating this ambitious game that I have laid out. I am not too worried about the map design, because although it might be time-consuming, it remains static and is very easy to plan out beforehand. One issue that I definitely foresee will be the implementation of the various enemy types into the game. This could be an issue due to my nonexistent knowledge of coding and my most likely inadequate knowledge of modeling and animation required to bring these characters to life. This will definitely be a hurdle. Other coding difficulties could be found when trying to make the UI or death conditions, although these will most likely have more straightforward tutorials online and should be easier to figure out. One thing I am excited for (if I have time) is the potential recording of an original score. I will most likely do this on a small scale, but it is still feasible with my new electric cello arriving in a couple of weeks and my rudimentary knowledge of composing. Despite these potential issue, I am excited to embark on this ambitious project, and I am sure that my classmates and I will emerge out of this project with completely refined Game Design Skills.
|
AuthorI am an eleventh grader who goes to DSA. My main interests are design and music. Archives
October 2022
Categories
All
|