P.C.C. Team Postmortem
Topanga - For Prototyping and Content Creation we were asked to create a digital game from the physical prototype to the digital prototype. The game we created was an intense, fast-paced shooter game, where the player is a Bird-Human Hybrid who’s the goal is to stop the enemy robots from destroying each levels portal. Our Aesthetic feel of the game was vintage arcade cabinet feel as the player’s view was top-down. Something I found very good about our game is how even though the player has an unlimited amount of ammunition the combination of limited firing direction and movement range, a strategic approach is still very important to winning each level and completing the game. Something I realized that wasn’t up to par on my part of the project was the quality of the animations I completed for the Enemy Robots weren’t as polished or smooth as I would have normally liked them to be. Something I would have changed about the process of the game creation would have been to have more meetings that way myself and the rest of the team kept up to date on the game’s overall progression.
Joenaijah - Creating a repository via GitHub and setting up the unity file with it was the most useful work done and making sure the animations were completed and exported into unity for the designers and developer to work with. All of the levels need to have buildings and lights to cast a sense a nostalgic feel of a bight city during the night. I believe this became unachievable once rendering time was expected was an hour long. I would have created a one-page design of each level to share with my team as a base for other ideas that can be implemented into the game before jumping into the digital prototype. I understood the concept of the game and its character, but the layout was vague and overseen till the alpha test and delivery phase of our production.
Tommy - In this month game prototyping, I did most of the UI part in our game, including main menu, in-game pause menu, setting page, level selection menu, end-game menu and so on. Also, for the UI elements I did, I created all the artworks and scripts. However, there is still something that I didn’t do good enough. The first one is the font, size, space between words. At first, the text of the menu was hard to read. Second is I used too many colors so that it looks a little chaos. Third, I have made a prefab for the in-game UI but there were some errors in it so that it couldn’t adaptive size when others use it. Furthermore, I think if we could add more information in the in-game UI, it would be better, such as a scoring bar, waves bar and so on. For now, we just have a pause button in the game, so player may become confused about the state of play that how many enemies they have defeated, how many waves they have finished and so on, so I think if we can give more information to players when they play the game it’ll be better.
Eduardo - I did the enemy AI
I worked on the navigation of the enemies, which was very challenging.
I would have put more hours into making different types of enemies
Anthony - For Prototyping and Content Creation, we were asked to work on a physical and digital prototype of a game design we came up with. The game that we worked on was a fast-paced, frantic arcade-style shooter. The player had to defend a portal from robots in a futuristic cyberpunk city. What I like about our game is the fact that the player has to move around the area to comfortably defend the portal. The player is forced to move due to the limited shooting directions and the limited movement space as well. What I believe I could have done better on the game was to make more dynamic environments for the robot enemies to navigate, making the game feel more diverse for the player. This would give the players more interesting patterns and strategies to use for the game. If I were to change something about the process of creating the game would have been to give people more defined roles and tasks. There was never a real GDD to follow for everyone to see what they needed to do and when things needed to get done. Having a more structured process would have improved the quality of the game greatly.










