Postmortem
Surveillance » Devlog
What Went Right:
- The room transition is smooth. We coded in the fading of sprites and the fading of music as well.
- The way we have the gun rotating according to the right joystick/mouse position goes pretty well. We originally had the whole character rotating according to the right js/mouse pos but the perspective feels a little weird. Eventually we added a gun sprite to indicate players where they are aiming at.
- The decision of changing the map from a rigid boring map to a map with different sized rooms was pretty good.
- The visuals and audio suit the theme of the game appropriately
- The game has good variety and is sufficient challenge
What Went Wrong:
- We encountered a lot of merge conflicts when using SourceTree and we wasted too much time trying to fix those issues.
- When replacing placeholders, sometimes we didn't look close enough to what our group member have done and created bugs like the collider was too small, the collider wasn't set to isTrigger, the tag was not set to the correct tag, etc. Doing so, we wasted our group members time to figure out which part suddenly stopped working.
- The way we had the camera code was not a way that could fit into any situation, therefore when we changed the map to one that has different sized rooms, it was hard and time consuming to create a new camera movement code.
- There aren't too many feedback effects.
What We Learned:
- Cindy:
- How to do camera coding more efficiently so that if the map changes it would still work
- How to use simulated joysticks on mobile
- How to detect which platform is used with code
- The importance of mobile testing because it could feel so different from playing on a laptop
- Shantanu
- Mainly how sourcetree functions
- How to do audio fade between rooms
- Audio balance in Logic Pro
- Harris
- Efficient coding methods for 2D animations (flip.x)
- How to do version control with sourcetree (always pull before push)
- How to create a theme that would curate the overall experience
Next Steps:
- Have walls in rooms and change the enemy moving script to nav mesh
- Boss with more behavior patterns
- UI design
- When character dies, wait for a few seconds to show the game over canvas
- More animation
- Balance the volume of the sounds better
- Add more sound effects for traps & boss
Files
Surveillance.apk 40 MB
Mar 10, 2020
Surveillance WebGL.zip Play in browser
Mar 10, 2020
Get Surveillance
Surveillance
A top down twin stick shooter set in the future.
Status | Released |
Author | Shantanu Nair |
Genre | Adventure |
Tags | Cyberpunk, Twin Stick Shooter |
More posts
- Development LogMar 10, 2020
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