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Group AAA game - Dev Log week 10

Hello and welcome to the final blog post for the AAA Game (Now known as Sanctum Infernum) Where I will be discussing this project.

Technically there will be still one week left after this one but that is mostly just for bug fixes and extra playtesting, I feel like this is a good point to end these blog posts and talk about my overall thoughts on the game.  Firstly I am going to talk about this weeks task which was quite simple, I was assigned to implement the splash effect for whenever the player was damaged into the actual game since it wasn't incorporated yet. Since I have no idea how to program I asked one of the games programmers (Lewis) to help me out, Here is the final result:


Instead of it appearing every time the player was hit we decided that it would be a better idea if it appeared whenever the player was below 50% health since this would be less distracting.

Alongside a few playtests that's all I have done this week and now I am going to talk about my thoughts on the entire project.

I feel like this project could've turned out so much better if we were prepared, Both campuses were just thrown into this project without any experience beforehand, The term before this one we did work in groups but that was only within our campuses. Now that we have to communicate with another campus that's 135 miles away and that we have never met or seen in person before just makes communication 100x harder, both campuses have done brilliant jobs with what we were given. Another thing that i want to mention is the huge change in the project during week 6 where it was changed from a RPG to a hack and slasher, this made multiple members work that they created before hand absolutely useless and overall just lowered the morale of the team to an all time low. One positive thing I have to say about this project is that it has help me get to know and understand different software such as Jira and confluence which will be extremely beneficial in future game development.

Overall I think that if we were given a little bit extra time to prepare by learning the software, assigning roles and actually having a phase of pre-production  where we can sort out how we can give tasks to the developers then this game would've ended up in a much better state. That's all from me and thank you for reading my blog posts.

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