Post-Production - Spring 2024 - Dev Log 4


Our production window has come to a close, and I can happily say that our finished product is both pleasing and workable. There were some corners cut, such as a small contextual tutorial, UI audio feedback, custom profile pictures, and dynamic decision-based outcomes. The custom profile pictures was a feature I chose to cut, mostly due to fear over time constraints, but also due to playtesters positive reception of characters using real life photos to associate them with. The remainder of the features were simply put aside out of necessity, but the final product has all of the necessary features in working order, which is a relief after going so long without being feature complete.

Programming for this project was difficult at times when I could tell I was spending hours trying to wrap my head around a simple concept, but it's been really reassuring to have been able to put out the product in a working state. I have to commend my past-self's determination to creating a modular system for our game rather than essentially relying on a bunch of "if" statements. Even though I would've had an easier time understanding that, initially, not only was I able to learn and feel more comfortable in more standard programming practices, but the system I built allowed me to fit everything that remained neatly into place. Basically, I'd say about 95% of my programming work was focused on level 1's system, with that last 5% consisting of a near seemless application of that system into levels 2 and 3 - which allowed the approaching deadline to be met with far less stress than I otherwise would have.

Additionally, I have to comment on my initial role as project manager. It was established at the start of the project that, should we need a leader, that role was my responsibility. Having to also become our programmer wasn't an issue on its own, but due to my inexoperience, and - honestly - lack of trust and confidence in both my team, and myself, I took on the burdening of programming by myself. This led to me also being in charge of a good chunk of art direction, as I had the tools right at my fingertips, making it seem foolish for me to not also take charge of UI design. This led to a large workload on my end, and lack of direction for the rest of my team. We managed to make it out okay in the end, and we were put in a difficult scenario after losing a member, but perhaps it would've been more beneficial to have really discussed that as a team, and not simply pick it up without knowing how to properly lead with it.

This project was small. It had to be, in order for us to complete it, and we did. I don't see us returning to this, as the setbacks we faced as a team led to a domino effect that lacked direction and passion for the project. It was a relief to simply get it done, but I didn't hate the process. I learned a lot, and I hope to apply a stronger work ethic in my next project as a result of it.

Files

Algo's.zip 69 MB
Apr 09, 2024

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Hey Ethan,

From what I've read, you've done a great job at taking ownership of programming after your main programmer left the team. I could not have done anything better than what you did to contribute to the team. Despite not getting the project properly finished, you can still work on it with your team after the semester's over, if you feel that the project feels too simple. You may not have felt very proud of your finalized product but I'm confident you can use what you've learned this year in future projects

It seems like you did take on a lot of work on your own having to be the team leader, the main programmer and the UI designer. I have to commend you on taking that leap into programming and focusing on building a modular system that could be utilized again and again instead of building one-time code. I'm sure it was a large task to take on by yourself but from what it seems you'll be more equipped for future projects with this under your belt.

Oh my gosh, I totally understand spending hours on something that was a simple concept even just trying to rework a simple thing to do what you require is a feat but you guys did amazing! You did an amazing job managing the team, art direction, and programming! You def deserve a pat on the back haha I really love your art style and the posts because each character really felt like a different customer/person this was a super cool concept and it was awesome to see it come full circle! :)