Assignment 3 Postmortem
As most of my work on the game was based around visual/audio aspects, I found it alot easier to implement them as we already had our core gameplay loop implemented, with a wave system easily able to be added on top of my groupmates asteroids game. Yet again, pulling from the readings of chapter 7 did prove to be incredibly helpful. Due to the core gameplay being finished very early, my main aim was to ensure aspects such as design. visuals and sound complemented and worked off eachother, maintaining a retro-arcade feel. The 8-bit background, sprites, 12fps animations and sci-fi like block text maintained a congruent feel. If I was to change one thing about development, it would have been learning to depend on other software and materials to make drawing/resizing sprites easier. The sprites i used were 64x64, which looked too fuzzy when used in the game, so instead of looking for software that could upscale or resize without sacrificing resolution, I Instead redrew them to 128x128 where needed. This took a while, but let me have more control over the aesthetics of the game.
Design wise, I would have liked to have added more sound effects and varying body types for the player, as there were different enemies but only one player model. A moving tiled background would have been nice, providing more immersion as if you are drifting through space.
References: Fullerton, T. (2018). Game design workshop: a playcentric approach to creating innovative games. AK Peters/CRC Press









