Postmortem on first game developed
Hello, I'm Sugiken and this will be my postmortem on my first game I've ever created from start to finish, and actually published it on itch.io!
I started with some basics on Unity (as in navigation, creating objects, you know the basic stuffs etc).
Coming from an Electronic Engineering Diploma background, I can only code in C/C++ before for development (thanks to Microcontroller/Arduino etc) but with proper understanding on how logic works. Thus, this game would be my first journey to 'seriously' delve myself into game development using the editor and C# scripting.
I start off with some tutorial on the official Unity Learn site (as they're giving 3 months free during this quarantine period) on how to just, literally, 'move' a ball on Unity. And it wasn't as hard as I expected!
Then I went ahead and place up some stuffs on the game scene, kinda make it like a 'gameplay area'. Using free lowpoly assets on the Unity Asset store, I decorated the area with buildings and trees. Talking about trees, I would like it to move around swaying instead of just being static, just kinda wanting to have that 'alive' feel to it. The trees that I used aren't rigged or anything, so I went ahead and import them into Blender to rig them with some armatures. Then, I animated them on Blender which then I import back the asset into Unity. Unity recognizes the fbx that I imported actually came with animation files and bones on the tree, which I used them to apply animation on the trees in Unity for them to sway. TL;DR, I managed to animate the trees!
While this game is just a simple roll and collect the pickups (which I originally aim to make it like Marble Madness but strayed away terribly),
I added a stopwatch which it would start counting the time on how long do the player take to finish a level, which later at the Game Over screen, all of the time elapsed are displayed. Took me some time to figure out how to save the time recorded on each level without resetting back the values of the variable, but then I learned there's something we call as "PlayerPrefs" in Unity, which practically saves data on whatever variables and its values in the script.
Summary:
What I learned:
1. Get used to Unity Engine
2. Understand how colliders and collision works in Unity
3. Understand how to include public variable in the script for adjustment in Unity
4. Learned how to rig an object and animate in Blender (later import into Unity)
5. Various Using System.UnityEngine methods.
What I wished I'd do more:
1. Polish the game more and add stuffs such as:
a) Make the control more engaging and how it interacts and outputs in the game.
b) Add particle effects upon bumping onto wall (and a bit of camera shakes)
c) Add BGM (might go for eurobeat for god knows why)
2. Add more gameplay mechanics such as
a) Traps such as pitfall
b) More gameplay area terrain variation (going downhill/uphill)
c) Lifts that would elevate/descend the player
etc...
That's all for my 1st game postmortem, which I took 3-4 days to create this.
Let's keep the #1Week1GameChallenge going!
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