Illustrated evaluation
I am going to write an illustrated evaluation that covers my
time management and communication with staff and peers, in this I am going to
refer not only to my blog but what I did and when . I am going to explain how
useful my production schedule was, what aspects of production took longer than
expected, how I stayed on track, what problem solving strategies I employed,
how did I seek support and feedback from others and what I needed in my
schedule to make it more effective.
Firstly I made a simple production schedule, to give me more
freedom to do wat I wanted when I wanted, this however changed with the level
design I made at the beginning which I quickly used as an production schedule in
the first few levels I made my level design have an object collision to add
instances like music, health and general sound effects using these drawings as
a production schedule not only made my game intense but it also made me quickly
progress through the first part of my game. The second part of my game had the
same effect even though it had a lot more content to work with and using the
drawings of the levels made the creation of the rooms much simpler.
In my production schedule I added in making story boards to
my game, however they ended up having the same effect as my level design as
they took the role that the schedule had with what I needed to include in each
level to make the game a much better and full of life.
When I first started this task to create a game I expected
to have some setbacks since I was using a 3D coding system on a 2D engine
however I did not expect to have such a massive amount of setbacks from: game
crashes, sound not working, working around how to use my sprites in my game, compile
errors that where not clear in debug where they were. Firstly one of the major
setbacks I had which made me lose 2 weeks’ worth of work was when game-maker
decided to make all my saves an illegal path and make me unable to open them to
solve this I simple had to do all the
work again. Then the sound which was a persistent problem from day one that I
solved only a few days ago by changing a lot of features for one changing all
of my sound files from wav to mp3 then setting them up as 3d sound files to
play in my game. Then changing all the
necessary sprites like background objects, wall, ceiling and floor sprites and
the monster sprite to render in 3d so that it appears in my game correctly.
thirdly the debug of my game which even though took a large amount of
uncalculated time to solve all the bugs it was worth it in the end as I got the
game which I not only promised I would make but also pleased with to a certain
extent.
Finally there where minor problems which I accounted for
like the movement not working entirely like I want and the look of the game
differing from my original thought however I could not foresee the idea that
the 3D rendered game couldn’t run alongside any 2D room without major problems
solving this made me lose days which I had to catch up on by constantly working
on my game for 46 hours.
To stay on track I had to use the game maker at home along
with scheduling extra time to work on my game and in the end I had to do a time
crunch which was 46 hours to complete my game. I also used my storyboards and
level design as steps for each part of my game this helped my greatly stay on
track.
I also had to use a lot of problem solving strategies like:
using trial and error on my coding, using a combination of video tutorials and
forums to help solve some issues I had and finally getting support from class mates
and using survey monkey. Firstly I had to constantly use trial and error to
find out what code would not only work on my game but work to help improve it
this took the longest out of all my strategies because like I game tester I had
to constantly do the same thing over and over again until something worked.
Secondly I used a combination of video tutorials like [game maker tutorial]
simple 3D dungeon and game maker tutorial – 3D games to help code my game and
many forums which had the same or similar issues I had that could help solve
them. Finally I also got support from class mates who were using coding and
could see something that I couldn’t and using the survey monkey to get ideas on
how to improve my game.
In conclusion for my next production schedule I will make
sure I have contingency planning in case something goes wrong or a problem I am
trying to solve takes longer than anticipated and technical issues that are out
of my hands. I would have a real time update to see how much time I have gained
or lost when doing a peace of the project, and to achieve all of these instead
of using word I am going to use excel which will allow me to use these
features.
PowerPoint presentation of 5 things
A5 Flyer
video of my game
Comments
Post a Comment