Posted April 09, 2024 by EthanMicallef
Our production window has come to a close, and I can happily say that our finished product is both pleasing and workable. There were some corners cut, such as a small contextual tutorial, UI audio feedback, custom profile pictures, and dynamic decision-based outcomes. The custom profile pictures was a feature I chose to cut, mostly due to fear over time constraints, but also due to playtesters positive reception of characters using real life photos to associate them with. The remainder of the features were simply put aside out of necessity, but the final product has all of the necessary features in working order, which is a relief after going so long without being feature complete.
Programming for this project was difficult at times when I could tell I was spending hours trying to wrap my head around a simple concept, but it's been really reassuring to have been able to put out the product in a working state. I have to commend my past-self's determination to creating a modular system for our game rather than essentially relying on a bunch of "if" statements. Even though I would've had an easier time understanding that, initially, not only was I able to learn and feel more comfortable in more standard programming practices, but the system I built allowed me to fit everything that remained neatly into place. Basically, I'd say about 95% of my programming work was focused on level 1's system, with that last 5% consisting of a near seemless application of that system into levels 2 and 3 - which allowed the approaching deadline to be met with far less stress than I otherwise would have.
Additionally, I have to comment on my initial role as project manager. It was established at the start of the project that, should we need a leader, that role was my responsibility. Having to also become our programmer wasn't an issue on its own, but due to my inexoperience, and - honestly - lack of trust and confidence in both my team, and myself, I took on the burdening of programming by myself. This led to me also being in charge of a good chunk of art direction, as I had the tools right at my fingertips, making it seem foolish for me to not also take charge of UI design. This led to a large workload on my end, and lack of direction for the rest of my team. We managed to make it out okay in the end, and we were put in a difficult scenario after losing a member, but perhaps it would've been more beneficial to have really discussed that as a team, and not simply pick it up without knowing how to properly lead with it.
This project was small. It had to be, in order for us to complete it, and we did. I don't see us returning to this, as the setbacks we faced as a team led to a domino effect that lacked direction and passion for the project. It was a relief to simply get it done, but I didn't hate the process. I learned a lot, and I hope to apply a stronger work ethic in my next project as a result of it.