Postmortem -- A Wild Ride


CH4NGELING is here.

Between being slammed between final projects for other classes, and grinding out this game, the past weeks have been a doozy. From having a barebones boss interaction for beta, to a fully flushed out mobile game has been nothing short of hard work and determination. We're proud to release this.

Successes:
We're really proud of the amount of ground we were able to cover in the week before release. We went from having a basic interaction to multiple levels, healthbars, accurate scenes, and music. We were definitely behind track for the beta, but we were able to correct course and get pointed in the right direction for the final deliverable. Additionally, we're really proud of how much original work is used in our game. From Moe's Bunny Framework, to the original background music, to the incredible spritework and animations, creating this game has been a labor of love for all of us to explore our strengths and our weaknesses. 


Challenges:
With every great success comes many smaller, not successes. Our group got sidetracked once we thought we had things set up with the framework, and simple debugging got pushed until the last minute. There was a lot of frantic calling towards the final hours, as well as some hiccups that may have found their way into the final game. Finding time between a bunch of engineering students' final schedules was rough, and usually the only overlap was in the dead of night.

What we learned:
We were able to solve a lot of our original issues with merge conflicts by utilizing Git branches, which is a very basic tool that we had to learn to use properly. We also learned the value of team coordination throughout the entire timeline, rather than just at the beginning and end. We're still learning, but we're building the team skills and communication needed for the workforce that awaits us in a short amount of time. 

For the future:
Creating a good scene transition and menu system is high priority, which was slightly neglected due to focusing on gamefeel and overall playability. We put a decent amount of polish on the interactions of each boss, but not on the transitions between levels. Additionally, adding dialogue with bosses using the framework we created is ideal; it would be really cool to add a level of interaction with the game that we don't have immediately. We also really would like to implement a heal button, which was an idea that was tabled to focus on key gameplay elements in crunch time.

Overall, we're proud to present CH4NGELING and hope you enjoy. 

All the best,
The CH4NGELING team
Mohammed, Justin, and Cameron.


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