POSTMORTEM
Through this post-mortem, we will delve into the behind-the-scenes of the game's creation, revealing the obstacles faced, the achievements accomplished, and the valuable lessons learned throughout the entire process.
ART/GRAPHICS/SOUND
- What were the biggest challenges encountered in producing the graphics and sound part of the project?
In the sound department, the biggest challenge was that we didn't create any of the assets ourselves; it was finding copyright-free sounds that interacted well with the game.
- What were the most positive aspects of creating the artistic and sound part of the project? What is the group proud to have produced?
Positive aspects included the characters and the lighting, which added a greater sense of immersion to the game's environment.
- What areas could be improved for the next project in terms of the development of the artistic and sound aspects?
The production of sound effects would be a point to consider for future projects.
- What had to be changed/adapted during the process and why?
Basically, the sound assets underwent several changes throughout the project because they didn't yield the results we wanted by the end of the project.
PROGRAMMING
- What were the biggest challenges encountered in the programming part?
In the combat mechanics, we had quite a bit of difficulty making it smoother, and the AI mechanics for the enemies made it challenging to produce other mechanics.
- What features is the group proud to have produced?
We're proud of all the features we managed to implement because each mechanic yielded the results we wanted by the end of the project.
- What areas could be improved for the next project regarding the implementation of the game's code?
Better documentation of the code, as we divided the work among three people, making it difficult to understand how the mechanics developed by other team members were done.
- What had to be changed/adapted during the process and why?
We didn't have changes, but due to time constraints, some planned content and mechanics had to be cut or not fully developed.
DESIGN AND ORGANIZATION
- What were the biggest design challenges in terms of the game? (e.g., balancing, progression, mechanics' fluidity, tutorials, level design...)
Balancing and progression were quite challenging to establish because we had to conduct numerous tests to ensure the game wasn't too easy or too difficult.
- Regarding the project execution planning, what were the positive and negative aspects of this stage?
A positive point was that all team members helped with the tasks, but a negative aspect was that the team had difficulty integrating the different versions produced by each member.
- Comparing what was developed with what was planned, what changes needed to be made during the process and why?
We didn't have changes during the process, and the final project turned out even better than planned.
- What were the most significant lessons learned from the project?
Teamwork, improvement in the use of Unity and programming.
Get NEO Arena
NEO Arena
Annihilate tech demons in this cyberpunk arena
Status | Released |
Authors | Victor Cortez, BerPellicioli, mrklein3 |
Genre | Action |
Tags | 2D, Cyberpunk, Hack and Slash, one-hit-kill, Pixel Art, Short, Singleplayer, Top-Down, Unity |
Leave a comment
Log in with itch.io to leave a comment.