Postmortem


What Went Right

This is the first time we try to work with other people's project. It was interesting to see how other people uses different ways to accomplish the same goal in codes. We decided to make the platform generation more randomized base on their original code which was generating groups of platforms together. We also re-did the assets in the cartoon style instead of the pixel style they were going for in the previous one and we were successful in making the assets to look both fresh and related to the previous game. Also, in the previous game, they were going for an over all pink color scheme, but we decided to use a green color scheme so that the pink slime is more obvious on the screen.

What Went Wrong

There were some difficulties  to work with other people's project as well because we use different ways to organize files/code and it took us some times to get understand their structure and code. Another thing that took us  time to figure out was that Renderer.isVisible is also detecting if the object is visible in the editor view, therefore when actually building out the game, we had some problems in object spawning/destroying because we used that function and in the editor view we did not experience those problems.

What to Do in the Future

During the in-class play test, we got feedbacks of having sprites showing what's at the bottom/lower part of the world to add more narrative to the game and make it feel more like a bayou. Currently we are having a jumping mechanic bug where if you jump to a platform that's almost the same height as the maximum  jump height, there's a chance that you are not able to jump until you fall to another platform. During play test we also saw a glitch bug that we've never seen before, so fixing bugs would also be necessary in the future.

Files

S&D2.zip Play in browser
Feb 10, 2020
S&D2 (Windows).zip 67 MB
Feb 10, 2020
S&D2 (Mac).zip 67 MB
Feb 10, 2020

Get Scurry and Devour 2: Into The Bayou

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