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AUTo

Background/Process

Development Background

  • Joined the team in the second half of its development time. 

  • Hired by the team to cover a spot that was left by their teammate who moved on from the school.

  • Wanted to do more designer specific roles but a lot of tasks fell on trying to polish the game's engine for better playability.

  • The team had lots of issues with older code that contributed in refactoring the physics engine but ultimately just stuck with the old code at the end of development.

  • There was suppose to be enemies in the game but it never made it in because the old physics code didn't support one of the enemy's key trait.

Challenges

  • When getting on the team, I wanted to be more of the designer in the team but with the unexpected departure of one of the previous member, I had to continue his work that was unfinished.

  • Most of the work that the past member left behind had very little comments to help me understand what the system was doing so I had to take some time to understand what was going on.

  • The physics system wasn't easy to work with throughout the last parts of the game's development since it combined all of collision and physics in one file with all functions.

  • Hadn't used Git before joining the team so I had to figure out how to work with it in command line rather than a third-party software.

  • Also didn't work with lua and json in previous projects so I had to figure out those editors as well for the game when making the enemies.

  • Without the physics in the game being properly utilized, I had to make the enemies without the physics in mind.

Lessons Learned

  • Learned the basics of using Git, lua, and json throughout the development of the game.

  • When getting on a team that's halfway in their development, I should've read the code more thoroughly and commented the code to help myself understand faster so the development didn't slow.

  • Always ask for help when you don't know how to do certain things that is not easy to understand.

  • Don't stick all the needed things that are core together in one file with functions deeply ingrained with the other system parts.

  • Look ahead to what you are working on so it doesn't end up getting cut from the main game.

Van
Ronald

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Email: rozaldvane@gmail.com

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