ARCANE WRITER by “VERY GOOD GAMES” - Post Mortem
ARCANE WRITER by “VERY GOOD GAMES”
Arcane Writer is a first person, role playing game featuring turn based combat and typing interaction mechanic, result of the combined effort of the members of our team Very Good Games.
The game is tells the story of Purwin, a young girl imprisoned for being the daughter of a witch during the Medieval Ages .
https://16t1studio2.itch.io/acrane-writer
Background
<Programming (Combat System)> Owen Cannings
<Game Design and Sound> Jacob Macdonald
<Game Design, Level Design> Jarrah Holt
<Game Design, Animations> Chetah Pangestu
<Programming (AI, Environment Interactions, Player Management)> Stefano Deflorio
Tools
Unity 5:
Unity was well equipped enough to handle what we had the project we had proposed and pitched. Our previous experiences in other project would provide the foundations for the Arcane Writer game. All members have had thorough experience with the software so it was quite beneficial. In a contrast if you had used the Unreal software it would not have been that successful as not all members are proficient.
Also all the designers are familiar with the Playmaker Unity tool, which is a visual scripting which allows for scripting with the coding. This tool was very beneficial towards to the progress of the project as it allowed for designers to swiftly script events into the game without taking time from the programmers. One negative about Playmaker is that the programmers were not familiar with the Unity tool at all. The work around for this was to completely separate playmaker scenes with the traditional coding scenes so there was no conflicts with each other. This work was around was successful but it was unfortunate that designers could not use playmaker for all scenes but it was not worth the risk. Reaper / Audacity: used to create and edit all sound effects and music tracks seen in the game.
I personally created and modified most/all the music and sound effects with the project, the software I did use was Reaper. Reaper is a very useful audio creation software and it proved to be very beneficial towards the audio aspect of the project. While my audio skills are somewhat limited at this time it did provide enough resources for me to complete audio related tasks. Hopefully in the future I am able to use the software again so that I can improve my skills further.
Project Management Tools, (Communication)
Trello:
Very Good Games inc used Trello as form of project management for the game. All task were posted and tracked on the trello and examples were posted as screenshots. Trello very was useful to not only track personal tasks but other members tasks and their progress. Overall Trello was extremely beneficial towards the progress of the project. It also allowed for everyone to get a handle on things so they weren’t overwhelmed by task and so they know exactly what they are doing. Also outside members like Geoff were able to post and send feedback to the entire team. Next time I would try to upload more detailed and consistent screenshots to show the slow progression of the project but also encourage other members to do so.
Slack
Slack is a person to person chatting software design for team projects. Initially Slack was very usefully as it allowed for us to track task progression but also to provide general feedback, but this was slowly moved over to over to the Trello software. While Slack was useful to a point the activity on Slack did fall off a bit towards the end because the team proferrred face to face meetings over online communication. While this is good next time I would encourage the use of both methods just so no member loses their way while not meeting face to face. It would extremely beneficial it we as a team took full advantage of the Slack software. Also as a note a certain member's contributions to Slack could be unpredictable and so face to face proved to more effective overall.
Github:
GitHub was essential in the overall completion/progress of the game was a whole. Basically it allows for members to work on the same Unity games files from multiple sources. There was no doubt in anyone's mind that that we were going to use a Git software as it allows for multiple people from multiple sources to contribute to the project files. One negative would be the uploading speeds/commits. Australian internet speeds (upload), especially at home where upload speeds are limited and so committing audio files or large files could take a long time and are somewhat unpredictable. Another point is that sometimes members would forget to sync before hand and then commit changes to the same level thus creating dodgy merging which deletes other members works. While this only happened a couple times it is annoying having to redo your work for the second or third time. Overall GitHub was extremely beneficial and I would definitely use the software again but advise members to regularly to avoid losing work.
What Went Well
Aesthetics and Theme Development
Overall I'm pretty satisfied with the Aesthetics of the game. The aesthetics really work well with the emotional theme of Anxiety. The games dark dank environment which we based purely around lighting and the darkness. During playtesting we did find that players were anxious while playing “Is something going to jump out at me”, “I’ve never been so stressed in a game”. This really shows that what we designed is working to a certain degree and completes the objective of achieving the theme.
Project Planning
I really felt that the project planning was quite successful with this project. We stuck to the Trello board religiously and we discussed regularly about problems and issues and then documented those on the Board. Surprisingly not many tasks were pushed back and because of this we were able to complete various stretch goals like cutscenes and voice acting. Project planning went well because team members encouraged and pushed each other to meet those goals, this really helped the completion of the project.
Problem Solving
As can be expected our game encountered many bugs throughout production and patch weeks. These ranged from small things like music/audio not looping to game breaking bugs like having the ability “take” walls, which completely broke the game. These were a couple during production where combat was completely not functional. But we thoroughly documented each bug and found various workarounds and fixes for each of the bugs.
What Went Wrong
Initial Broad Vision
Initially when we were brainstorming ideas and coming up with game ideas we had a really broad vision. Initially we planned to have a huge library of words to use as interactions but we soon realised that we could not complete this within the time given. So shortly afterwards we had to rescope the game so that it DID fit into the production and that we complete aesthetic and theme goals.
Environment Interaction (Over-scoped)
Our game has fairly interesting environments to roam and explore and as a player it is an expectation that you can interact with most or all objects in the game world. But within our game actual world interaction is somewhat limited. It is an expectation of RPG games that you are able to interact with the every item and our game does not reach this expectation. I feel this was mainly due to Over-scoping in the initial planning but after a rescoping we settled with a limited version.
Research Blogs
The research blogs “Anxiety: Darkest Dungeon, Evil Within”, “The Psychology of Horror Games” were quite beneficial towards aesthetic development of the games. I drew major inspiration from games like Evil Within, Dead Space, these games were famous for their emphasis on their emotional development. They mainly develop it through audio, environment design and lightning design. I’ve attempted to recreate my own environments with the same techniques, it was fairly successful.
Reflection on Initial Game Design
When looking back again on the initial game design the game is very similar or close to how we originally envisioned it. Aesthetically I feel that it completes all the goals like Audio , environment design and of course the theme of anxiety. Mechanically it does complete most goals but falls a little short in some areas such as combat and environment interactions but besides that the mechanics are quite solid in the current state. Playtesting also reveals that we have also achieved making some players feel anxious while playing the game but it is unrealistic to say ALL people will feel the same emotion so results will vary.
Team Thoughts
“Hey, that's pretty good” - Jarrah Holt 2016
“Yeh I guess that's alright, I guess….” - Chetah Pengetsu 2016
“Wow, that actually worked...I think ” Stefano Deflorio 2016
“The game is too dark…...great now it's too bright ” - Jake Mac 2016
“Combat is not working again…...” Owen Canning 2016











