The post-mortem review of Evenbloom, wild west style..
The Good:
- Firstly, our idea was great (thanks to Andrew) Walking around a dark world and bringing life to it. How cool is that?
- My giants AI did exactly what we wanted it to do. They seemed pretty intelligent at the end.
- This was possibly the most cleanest and modular code I have ever written. Since there were so many behavior states of the giants, programming the behavior tree was really tricky. So in order to prevent the states from overlapping my code had be as coherent as possible.
- We used the Actor-Controller design for our game, which we learned about in Joe's Game Engineering class. This made the code really modular and changing the behavior of an Actor became a breeze. It was fun too see how I could make the player behave as a giant simply by switching the player's controller to the giant controller. Emergent game idea?
- I learned that quaternions are my friend. This really helped in making the player and giant mechanics as smooth as possible.
- We got a head start in the prototyping process because Jon had some reusable code from Heroes of Hat,
which essentially calculated the Y component from the X and Z components of the player's current position on the terrain.
- Cody's grass generator tool was incredible. It made the grass look super realistic. It's still hard to believe how his tool rendered each blade of grass individually. It was awesome.
- Andrew made most of the terrain and the world using Damean's help, which was great.
- Jon doubled as an artist and made the rest of the 3D assets (the giants and lanterns).
- Jon and Cody made so many shaders, that I too got inspired to learn about shaders and made my first Pixel shader, right after the prototype.
The Bad:
- Even though the premise of our game was fantastic, we did not have any solid mechanics that made our game fun.
- We had some major design issues at the end of the 2nd week, since most of the mechanics were ambiguous and the end-goal seemed unclear.
- Andrew couldn't fully explain all of the mechanics in the final presentation because of the 5-minute presentation limit.
The Ugly:
- Major communication breakdown at the end of the third week. This led to the creation of seperate branches of the game on our SVN, each with different game mechanics and caused a lot of issues.
The Good:
- Firstly, our idea was great (thanks to Andrew) Walking around a dark world and bringing life to it. How cool is that?
- My giants AI did exactly what we wanted it to do. They seemed pretty intelligent at the end.
- This was possibly the most cleanest and modular code I have ever written. Since there were so many behavior states of the giants, programming the behavior tree was really tricky. So in order to prevent the states from overlapping my code had be as coherent as possible.
- We used the Actor-Controller design for our game, which we learned about in Joe's Game Engineering class. This made the code really modular and changing the behavior of an Actor became a breeze. It was fun too see how I could make the player behave as a giant simply by switching the player's controller to the giant controller. Emergent game idea?
- I learned that quaternions are my friend. This really helped in making the player and giant mechanics as smooth as possible.
- We got a head start in the prototyping process because Jon had some reusable code from Heroes of Hat,
which essentially calculated the Y component from the X and Z components of the player's current position on the terrain.
- Cody's grass generator tool was incredible. It made the grass look super realistic. It's still hard to believe how his tool rendered each blade of grass individually. It was awesome.
- Andrew made most of the terrain and the world using Damean's help, which was great.
- Jon doubled as an artist and made the rest of the 3D assets (the giants and lanterns).
- Jon and Cody made so many shaders, that I too got inspired to learn about shaders and made my first Pixel shader, right after the prototype.
The Bad:
- Even though the premise of our game was fantastic, we did not have any solid mechanics that made our game fun.
- We had some major design issues at the end of the 2nd week, since most of the mechanics were ambiguous and the end-goal seemed unclear.
- Andrew couldn't fully explain all of the mechanics in the final presentation because of the 5-minute presentation limit.
The Ugly:
- Major communication breakdown at the end of the third week. This led to the creation of seperate branches of the game on our SVN, each with different game mechanics and caused a lot of issues.










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