Posted April 08, 2024 by TheoHuang
This week, we have Showcase coming up for our game. We then realized that the scope we had set before was still a bit too big. This has forced us to cut out some of our original plans. This included the music, sound effects, modeling of the main character, the collectibles system and the inventory system. But the good news is that outside of these cuts, our demo is now complete. And the demo is quite finished. We can totally use this demo to show our game to our classmates and teachers.
On my side, I had to cut the music and sound effects from our game because of time management issues. This is really unfortunate. The lack of sound during the showcase would have had a very bad effect on the presentation of our game. But considering the progress of the demo, I chose to focus more on the design of the demo. This also made me realize that during the development process, I may have to make some choices or reprioritize some tasks. The reasons for this may be many and varied, but there is often only one way to resolve the situation. Making the right choices is the only way to get the game design on the right path. And that's a valuable lesson I learned from this development.