Devlogs
Planet E4R7H - Post Mortem
What Went Right:
- We made sure to make progress every week despite team shortage
- The game has the correct feel
- Things that were added that were not planned (flashlight and dark environment) gave the game an appropriately spooky ambience
- We had unique enemy models
- Terrain ended up looking natural and complex
- Zombie targeting between base and player
- Good balance between giving the player freedom to explore and the need to protect the base
- The rocket building in the scene as player picked up parts looked snazzy
- UI display, upgrade menu was clean, easy to navigate and understand
What Went Wrong:
- Since we scoped the project for a 5 person team, we had to cut back significantly over time.
- In order to prioritize a working game, not as many sounds made it in.
- Enemy AI would not stay locked in their specific biomes
- Animation states ended up being a little glitchy
- NavMesh baking problems
- Difficulties during the generation of the game build with the rendering, lighting, and UI size
What Changes Were Made:
- There were no different weapons included
- Some enemies were changed
- Sand worm -> skeleton
- Bog monster -> Bog zombie
- Candy bunny -> sweets zombie
- Base upgrades
- Player cannot add walls or turrets
- Biomes are not randomly generated
- No more particle effects / unique sounds for each biomes
- No boss enemies
Even though the game is in working order and has an appropriate feel, there is definitely room for improvement and polish.