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Catastrophe Crew

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A member registered Jul 27, 2021 · View creator page →

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The Catastrophe Crew Post Mortem

Developing this game as our very first major project was as rewarding as it was challenging. Throughout the year we’ve tackled unexpected twists, pushed through setbacks, and adapted to entire shifts in the game’s direction. This is doubtless very accurate to how working on games out in the industry would feel as well, and so despite the stress, we were able to learn a lot about the games development process. But we certainly didn’t do this alone. Only with the aid and support of our mentors, peers, and each other were we able to come out of this with the product we did, and we couldn’t be more thankful.

That being said there were certainly a lot of things that we could have improved upon, and so here we have a reflection of all the highs and lows of the year by compiling the thoughts of all our group members.

What went well?

Our ability to work as a team in a civil and organised manner was fantastic. Beside the unmentionable before the semester started, we never fought, always communicated and were willing to take on our fair share of work. After the feedback we gave each other in semester one, we were able to have a much better grasp on what each member of the group was doing at any given time which allowed us to pitch in when needed a lot faster. Dividing up workloads was especially fluid. There was only a single instance where two people made the same model, and everyone always had something they could be doing or were at least in a position where they could jump in at any moment.

To expand upon this, our friendliness and trust in one another allowed us to seek advice when needed without taking any unnecessary time. We were able to learn from each other’ strengths and expand our knowledge outside of just our specialist fields. An example was Cameron teaching Kae how to use Probuilder in Unity, which saved us a lot of time by having more than one person being able to edit the scene.

However, I think the main thing that we should be proud of is our ability to adapt on the fly. The sudden timetable shift for PGF threw a spanner in the works for everyone, but within an hour we completely changed the nature of our game so that it could be seen as a complete product in the now drastically limited time frame we were given. We rose to the challenge, adapted what we had and wasted no time in getting the game to conform to this new direction. Everyone was very understanding and open to new ideas, while also understanding why certain ideas just weren’t feasible, even when they might have had their heart set on them.

What didn’t go so well?

One of the most obvious flaws we had were the amount of bugs still prevalent in our game. Things like quests being made un-completable, objects you shouldn’t be able to climb on, and of course the ever-problematic grabbing system. This wasn’t necessarily due to a lack of testing or negligence on our part, we were very much aware of their existence. It was more that be prioritised other things which were much more pressing, and saw these as pretty insignificant compared to other issues. However it’s still not great to serve up a product that could be seen as incomplete. Our level design and controller also could have used some work, with players getting stuck on how to get to places pretty frequently.

Another issue was having features in the works that absolutely would have enhanced the experience, but ended up avoiding given the complications they might have caused. We played this semester very safe, opting to focus on things we knew we could complete as opposed to really pushing our limits. Not to say we didn’t learn and stretch ourselves! It was more just giant additions that had the potential to break everything, or create even more problems working around it. Needless to say though, we regret we couldn’t implement the stealth mechanics, or cat model that showed off the paws as you swiped at the screen. Having the prioritise your time and energy in games development is certainly much more challenging than we might have realised.

What we would do differently next time?

Everyone had differing thoughts on what they as an individual could have done better or differently if they had the chance. Harry had a lot of regrets at the start of the year in keeping people productive and organised, and wishes they had been more assertive and more daring in what he asked people to do. Kae wanted to get more involved in other parts of the project aside from just the art. Cameron wished we could have incorporated the animations he had made for Gerald by starting on them earlier, as well as taking extra time to put in better textures on everything. Despite the simple style we were aiming for it, there certainly is a distinction between “simple” and “unpolished”. Curtis overall wasn’t actually happy with the very nature of the project itself. Next time he wishes that he had attempted to make a game that actually held interest for him as a player, and that he’d be more motivated to sit down and work on like a tile-based strategy game.

What everyone enjoyed the most about working on this project?

Harrison: “I think my favourite part was coming into class and seeing what everyone else was working on. Watching as the map came together from Cam, all of the amazing features that actually worked from Curtis and the spectacular art coming from Keely. It was just so thrilling to be surrounded by such talented people, and watching them grow as we pieced together Catastrophe.

Ultimately my favourite parts of the project were when I felt useful to the group, and when it felt like my guidance was helping make a positive contribution to everyone. I loved that we were all open with one another regarding our workloads, and that no one every wanted to feel like they were simply freeloading. It was genuinely a pleasure to work with everyone.”

Cameron: “I loved the team dynamic we had by the end of the year, everyone was working well together and were very encouraging. We had adapted and overcome some obstacles and I think came out the other side much better for it. Myself and I’m sure the others have learnt valuable lessons that will serve us well in future development situations.

The development process as a whole has been a rewarding one, albeit with some complications. That’s just how development is though, it’s made me consider what roles I could have in game development or other media facets. And certainly, made me reflect on what I’d learnt throughout my studies at university.”

Keely: “I never really liked doing group projects myself, with a lot of the times people weren’t pulling their weight. However, this one was a lot more fun, where the group members were competent and honestly really nice! It was a nice change of pace to be in a group where we could rely on each other to get things done and have it be a proper collaborative experience.

I learnt a lot through working with this group, as well as exercising my current skills. Getting out of my comfort zone to make things for the game or complete tasks I didn’t have any idea how to do otherwise was the best way to learn. Having people counting on you to get things done, it makes you more determined to do it. (eg. Skybox, UI making, ProBuilder).

Being able to experience a mini version of what we might be experiencing in the industry, with the standing up meetings and working out problems together. Each of us having tasks and keeping them updated, working on a project and seeing it come together, ironing out problems we had and trying to adapt to things that pop up unexpectedly. I think it will help us greatly in future when we are put into these work environments later down the line.”

Curtis: "I enjoyed most the process of thinking of the game concept with the group and the brainstorming of the ideal perfect game that we never got to create. I think that the most fun part of a project is the fluid creative process of creating the ideal shopping list of your game and imagining what it would look and play like."

What part of the final product were you most proud of?

Harrison: “I think I loved the way we presented the product at the two events throughout the year the most. Not necessarily the game itself, but the way we set up our stand and interacted with people who came to see it. Kae’s poster and stickers were a huge contribution to this, enticing younger children especially. It was just very special to be able to see player’s reactions and how keen most seemed to be to stay there and find everything there was to be found.”

Cameron: I’m very proud of our team overall and hope everyone goes onto do amazing things, and honestly am very proud of what we achieved over the year. It’s certainly not easy making a game, but I think we rose to the challenge and have come out with a very enjoyable experience and lifelong lessons. The style of game I feel matches what we were going for in the beginning, the gameplay feels quite good considering some of the hiccups we had. And overall, I think it represents well, what we originally had in mind at the beginning of the year. Sure, it’s missing a few mechanics and animations but I think the game does fine without them. And judging by the enthusiasm I’ve seen from audiences and players during the events, I think the game would do quite well if it were released.”

Keely: “The quest experience added a lot of fun, quirky flavor to the game that a lot of the player appreciated at the showcases, and the sounds of things breaking really added a nice satisfying punch to destroying everything. I was so proud of the game as an experience, and seeing younger kids being inspired to peruse game design themselves through something as simple as a cat game, it really put things into perspective. I really hope that later down the line I can do more things like this and maybe it could inspire others to follow this path.”

Curtis: “I enjoyed most the process of thinking of the game concept with the group and the brainstorming of the ideal perfect game that we never got to create. I think that the most fun part of a project is the fluid creative process of creating the ideal shopping list of your game and imagining what it would look and play like.”

Last week we were able to show off the very final version of Catastophe at the Murdoch Arts Showcase. It was an exciting, frantic and very fun day overall which served as an amazing opportunity to see the culmination of all of our hard work, and all of the hard work of the other students poured into their games. Overall it was just an amazing environment filled with lovers of games, and it was a great privilege to be able to take part in it.

We found that our game was especially popular with young children, to the point where it was a struggle for parents to pry them away. Even though most seemed a bit lost, and not overly interested in finding and completing the tasks, the simple charm of running around, exploring and breaking stuff seemed to be more than enough to keep them entertained. Doubtless the bright colours and recent change to the shading system also assisted in this effect.

I think that even after all of our refinements and testing throughout the year, there's still more improvements to be made. There's still bugs to be ironed out and features that could be added to help the flow of the level, but we were happy with what we were able to show everyone. There'll be a more detailed breakdown of how the project went later on today.

Until then, thank you for following this journey with us!

-Cameron Gough

This week we were mainly trying to incorporate some of the final elements of the game before one last week of bug fixing, polish etc... I made the last few models needed for the scene and put them in the scene. And then after a quick playtest done by Harry, I fixed some level design issues. And quickly incorporated some additional bits of geometry. At this point, the scene for the most part is finished, and just requires some tweaking and few small additions.

Hi again, Harrison here to update this week's progress on Catastrophe. 

We imported some fantastic looking UI for the quest system, and even this small change has made a big difference in how 'completed' the game looks. There's next to no placeholders left, leaving only room for new features rather than constantly fixing old ones. We have a skybox in progress which will be the very last thing to be swapped out. 

In addition to this, we have another two rooms completed onto the house, as well as the successful merging of the attic to the rest of the house. This should make one large, open-house experience without the feeling of jumping between scenes or levels. The game is looking great and very near to completion, which means we can start working on a trailer to show off what we've done.

It's been a long ride, and what we have now is very different to what our first vision was. But I couldn't be happier with how it's looking, or prouder of the team for making it all happen.

Curtis Bradford-

This week we made some big changes to the quest system to make it more user friendly and visually appealing. The first of which is the rudimentary implementation of a “Cat-sense” where the player can toggle a mode where quest objects of relevance are highlighted if they are close enough to the player. The other change I have made is implementing some new UI for the quest system as to make it fun, eye catching and blend in with our existing UI art design. Other than that, my Job has been cleaning up a few technical issues that cropped up from some scene changes, although this is an ongoing process as it is never immediately apparent if something isn’t working properly or not.

Hi, just an update from the Keely (Art Lead) here. After analyzing the player reviews, we are updating a couple things to take this data into consideration.

We’re extending and reworking the current map for the game to make it a bit denser and livelier, more things to do in a smaller, more concise space. I made an updated floor plan for the house while conversing with Cameron (Design Lead) to ensure it was streamlined enough as a level, as well as including the current quests and extra items to make it feel more fleshed out. As well as redesigning the rooms, we are also repositioning them so instead of separate “levels”, it’s more of a sandbox. All rooms connected to one another so that the player can freely move around the house with getting points and completing quests being the main goal rather than completing a specified level in the linear fashion. The addition of a new room, Gerald’s bedroom, is in the works as well with new props, quests and area for you to destroy! It’s in progress now, with all of us working on different elements and hopefully you’ll be able to play it soon!

That’s all for now, signing off.

This week we discussed some of the changes and fixes that needed to be made to the game, after the feedback from PGF. We talked about changes to level design, the quest system. In general, how we want to develop the game moving forward. I took care of the level design for the week, made some changes to the overall scale, where certain things were placed and some general additions. I did come across some complications while making these changes, mainly that the quest/score system seems to be slightly broken now. Thankfully, I have made these adjustments on a separate scene. Other than that, everything seems to be fine, and I will continue to work on the level/s for the next few weeks.

-Cameron Gough 

Design lead

HI, it's Harry the director again. 

This week was nothing short of massive for us here at the Catastrophe team. We presented our game to the public for the first time at the Perth Games festival, and the reception was overwhelming. There were so many other creators there with their own things to show, and hearing their feedback as well as playing their own projects was fun and insightful. Going in we were all really nervous, but after seeing people play and enjoy our game gave us a much needed confidence boost that should keep us motivated going into the future.

Of course it wasn't all fun and games. Our players found a plethora of bugs and gameplay faults that we need to address, but ultimately this should only make our game even better going forward. Some of the exploits that players found we actually really liked, and are probably going to keep them in to reward the creative. "It's not a bug, it's a feature" as the saying goes.  Some of the more design-oriented issues we discovered were to do with directing the player towards the quests, and incentive regarding breaking things. A lot of players really enjoyed just running around smashing stuff in the attic, that when they got to the main room they were sorely disappointed by the lack of things to break, as well as having little reason to do so. We want to compress this space a lot more so that the player always feels like there's something they can be doing, as well as making it more clear where points of interest around the level are.

Overall PGE was a really enjoyable and educational experience for all of us as game developers, and we're looking forward to presenting something even bigger and better towards the end of the year!

Hi, Keely the art lead here to update you on what’s been happening with Catastrophe.

I’ve drawn up an official poster for the game that had to be completed a little too quickly due to time constraints and may be updated later, however the priority rests with making things look a bit more polished in-game. It was a little bit of a process juggling the poster between two different drawing programs to get it looking just right, but I hope the finished product adds that little bit of pazazz to the project. UI menus have been made or progress throughout the level, an ending score and for the new quest system that is being put into place so that players can see their current quests and whether they have completed them. The notepad aesthetic of the menu was interesting to conceptualize and making sure that all elements fit with the previous menus created, however I think they fit rather well. Some UI elements still need to be updated and tweaked so that our tech lead, Curtis, can implement them more easily into the game.

Otherwise, the biggest thing would be the quest system and getting those nice finishing touches with the look of the game so it looks polished for players.

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Hi, Harrison the Director here again. This week we wanted to give life to the quests and tasks you'll be doing in the game. With the Perth Games Festival coming up very soon, we need to prioritise what things will be ready to go and present before then, and what things we might need to sacrifice. We decided to have at least 10 'quests' or tasks spread out around the main living space of the house, and set about to determining just what these might be. From our group efforts we were able to come up with a prop list, and 11 different simple tasks our feisty feline will be able to complete. 

Our ideation here actually led us to think of an interesting backstory element we could add to our relatively lore-light game though visual storytelling. The cat in our story isn't simple being a bastard because that's just what cats do. It could be that Gerald, our poor owner is preparing to have a date over, but the cat is aware that the would-be girlfriend is actually nasty an manipulative under the surface. So our furry hero is doing everything they can to ruin it and prevent them from ever getting together. Little things  like this can really add to the personality of the game, so I'd personally love to implement this is we can with hints here and there, and maybe even a cutscene if we have time. Sort of like a 'true ending' if you manage to complete all of the tasks within the time limit.

Hi my name's Cameron, the Design Lead for the project.

This past week I’ve been looking up how to incorporate animations into unity, particularly from Maya. I’ve been watching videos and reading up about the process, so that I can have a good idea of what to do once I’ve modelled and rigged Gerald. Our ‘antagonist’ if you will. I have began the process of modelling a simple low-poly humanoid figure, using simple references online. And hope to start rigging the model asap. My plan for the next few weeks, including the break week is to; finish modelling and then rig Gerald, work out the animation process, then start to animate cutscenes within the levels and a few basic animations for Gerald.

This week The Catastrophe crew started to work on some of the more intricate mechanics and elements of the gameplay itself, rather than just building the world and levels. We designed several UI elements, ironed out some bugs and created the basis for an object that behaves like rope no matter where it's grabbed from. Nothing's perfect just yet but it's nice to see some elements coming together. In addition to this we've mapped out the entire first level, but an issue stopped us from testing it just yet. This pushes us back a bit but it shouldn't take too long.

Finally, the Perth Games Festival in which we are going to showcase our game has been revealed to be a lot earlier this year than we were expecting, causing us to consider shifting our direction rather drastically. We need to create a more complete experience in a shorter amount of time in order to present. We might end up shifting to a more open-world sandbox rather than level based. This will allow us to shift back if we ever need to, but also might end up taking us in a better direction we might not have considered before.

This week was a large content-heavy week for Cat-tastrophe. We added a total of 46 new prop models to the game, effectively quadrupling the amount of assets we previously had to work with for the game. This massive content update has allowed our team's level designer to start production on some real, properly designed levels instead of a tech demo test level. Production has started on the Kitchen and Attic, with the attic near completion already. We also implemented a basic scoring system to the game, and created a roadmap for us to produce all our room assets and levels by the 4th week period. We hope to have the first level ready and playable by the end of next week.