Units 5, 6, & 7 - 2D Game project, visuals and interactive
DDS 8 - Planning for a game project
02.12.2025
Unit 5 - Analysing an Audio Soundscape
In this lesson, our objective was to investigate audio production and technology. We did this by analysing elements of a soundscape and applying our understanding to planning our own soundscape.
Sound Mixing
The process of combining various audio elements from a soundscape, whether that be Foley, dialogue, or music.
It is important to understand, especially for making a game, as it sets the mood and atmosphere for a setting and gets the player immersed in the world you have created for them.
Soundscape
This refers to the full composition or the finished edit of a film or show's SFX.
There are various elements to a soundscape, these are;
Dialogue speech of characters
Narration
Explains the general scope of the story and builds the world
Music
Sets the mood/tone
Ambience
Used to set the stage for an area or place, react to what's happening around it, or set the mood.
Room Tone
Used for background noise and to make transitions smooth from one sound to another, for example, people talking.
Foley
Used for recreating everyday sounds such as footsteps, buckles, zippers, etc.
ADR
ADR recorded in post-production
Sound Mixing
The process of combining various audio elements from a soundscape, whether that be Foley, dialogue, or music.
It is important to understand, especially for making a game, as it sets the mood and atmosphere for a setting and gets the player immersed in the world you have created for them.
Analysing a soundscape exercise:
We were given a task of analysing the soundscape in groups of 2. In my group, I was given this clip from a show called Samurai Jack.
We were then told we must listen to the audio very closely and re-create it using royalty-free and Foley sounds we make ourselves.
To do this, we created a Google Doc and started documenting sounds and timestamping them to when they played during the length of the video and how long they were.
We also noted down if we were going to make them ourselves (Foley) or use royalty-free sounds.
Some of the foley in the video that I identified were the water SFX as well as the chirping of the birds that were probably made by taking audio from the things they are representing.
I think the most important SFX that will be important for setting the tone is the quiet atmospheric audio of the wilderness around, as it will convey to the viewer what the original was trying to show.
Some sounds I think were important for creating this effect were the water washing down the cliffs, the crunchy footsteps of deer walking in the snow and muffled droning audio for when the main character puts on the blindfold.
I think these sounds are important for creating the quiet wilderness atmosphere, as well as showing you how the character is seeing the world at that moment with their blindfold on.
I believe that when recreating the soundscape, some audio I may need to recreate myself is the whistling sound.
Biliography
Film Riot (2020). Storytelling with Cinematic Sound Design. YouTube. Available at: https://www.youtube.com/watch?v=VJ8HEfA5tLg.
Matt Price (Soundrolling) (2015). #1 - The difference between: Room Tone, Wild Tracks and more.. [online] YouTube. Available at: https://www.youtube.com/watch?v=EZjpKZ4_vac.
02.12.25
Introduction to Construct 3
UI, Objects and Behaviours
In this lesson, I was introduced to the game engine known as 'Construct 3'.
Using this engine, I would be able to make games simply by using pre-set building blocks in the engine and using simple coding methods to create whatever I would like to.
I have used a game engine before (Unity), so I had some knowledge of how it worked, but still fresh in terms of everything else.
Compared to my previous projects, where I worked on creating animated films, this excites me as I had always wondered how it would be to make a game, but also found it overwhelming due to my knowledge of coding being more than lacklustre.
Before opening Construct 3, I had expected it to be a software that you download and use, similar to Unity or GameMaker Studio; however, Construct 3 is a web-based game engine and that intrigued me about how it would work.
After creating a new project file i was greeted by the main screen, and quickly noticed all the options laid out to me, such as:
Layout:
Where your game is shown, and also where you assemble the objects that you have made for your game.
Event Sheet:
Where code is written using logic building blocks to write events and actions
Project:
This is where all your files are contained for easy access to objects, scripts, etc.
Properties:
Useful to find relevant information to adjust settings or tweak things for whatever you have selected or want to change.
Layers:
Where layers are kept to go over or under another layer
An object is something you can place into the game, such as a sprite, a tile map or even inputs like keyboard controls and mouse inputs.
When you right-click or double-click, this window appears, which gives you options on what you want to choose, one being to add a new object.
When adding a new object, such as a 'Sprite', you can add a behaviour to it. This is a list that provides addons that pre-program certain things automatically, with the ability to tweak things in the properties window.
The Platform Behaviours allow you to control the sprite like a typical platformer, with a run and jump, while the Sine behaviour moves it automatically from up, down, left, right, etc., in a repeated pattern. You can also combine multiple to create different movements.
As a general rule of game engines one thing you should rarely do is expect everything to always work how you intend it, always playtest before settling on something you code or it may come back to collide with other code you write, or even break certain parts of your game, requiring lots of re-work and scrolling through code to get it fixed, especially bad if unorganized.
One thing i ahd created during this lesson was a simple player sprite with the platform behaviour to allow it to move.
I designed this of a pre-existing character i Iad designed previously, not related to any school work, however, with a twist of drawing the crude and badly drawn to give their look a bit of humour.
So far, the hardest part about learning this game software is the lack of features present to me at this current moment. As of right now, I only have access to the free trial version of Construct 3, so my features are limited.
29.01.26
- Introduction to Construct 3 -
Collectables, Timer and audio.
During this lesson, I learned to add score and collectables to my game as well as a player, but I first created some additional sprites for my player character, as well as creating a sprite for the collectable and end goal, that being a cake.
To create the timer i created a global variable that checks how much 'time' is allocated and reduced by 1 each second to give the illusion of a clock. I did this using the event sheet.
Creating the code for the collecibles waas similiar, but instead of checking for how much time there is, I created a variable that starts at 0, and gets added by 1 each time the player collects a Coin. Also done in the event sheet.
I grouped all my files together into different sections as well, for easy access to different sections to edit code when needed.
Adding audio to my game was simple. I would download a file from a free sound effect hosting site and import the sound into a file called 'Sounds' in the project window.
Right-clicking on it brings up a prompt to import sounds, which provides this window to insert any sound you have on your system.
I used this to add sound to collecting an item in my game.
Reflecting on the code and audio I added, I think it adds flavour to the game amking it feel more alive and immersive. If i w ere to take this further i could add further audio, such as a walking sfx, where when the player holds onto either of the movement keys, that sound would play.
I found the whole experience of using Construct 3 very enticing and fun when you got used to it and knew where everything was, and I am interested in making more games inthe future that might relate to shooting targets on or platforming using a dash or wall jump ability to ascend high up.
03.02.26
Experimental Construct 3 Project
Final game product:
03.02.26
Character Experimentation - Iterative Design
The lesson objective for this lesson was to practice the process of visually iterating as a means of developing your design ideas further.
We took a look at a few character designs and studied how they had been iterated on.
One of the examples we looked at was Sora from the Kingdom Hearts Franchise.
Between these 2 designs, the character changed a lot, specifically with clothing from a loose, baggy hooded jacket to a short jacket that firmly wraps around the character's waist, with clothing becoming a lot more rounder and softer. It's very outwardly shown in the pants that shoes are becoming very oval-like.
I believe these changes were made to fit more inline with the Disney style and to give more of the impression of the characters poersonality to the viewer using shape language, using round soft shapes such as circles as opposed to sharp lines like triangles.
Using this, I iterated on a design that I made from last year, when we had a guest speaker by the name of Gary Italiander. I based the design on his age and overall portfolio, which documented his life and what he did.d
What I designed was a robot cameraman with a camera as a head that zoomed in and out with mini cameras behind, acting as support.
He has vents on his chest to exhaust excess heat and a small at his centre that mimicked gyro movement, allowing him to turn his body at nearly any angle.
I quite liked this design at first, but looking back, it is quite primitive and definitely needed improvement, aswell as not exactly using themes relating to Gary other than the cameras.
With this, I redrew and iterated on it to make the 1st iterated design, with bigger and more top-heavy proportions. I also changed its look to be more boxy and cube-shaped to have a strong, resistant feel to it.
I used this to contrast with the older aesthetic of the film reel and the projector head that sits in the centre of the torso, giving the character a hunchback.
Its arms are connected to its shoulders with film reels which originate from the film reel placed on top of its body; however its not very clearly shown here.
Like I said earlier i changed the head design to a projector to fit a more old look I'm going for, which ties into the idea of restoration of old into something new.
I like this design; however, it lacks detail and feels a bit bland compared to the others, but it has some interesting ideas.
I then iterated on this design again with the 2nd iterated design. For this one, I adjusted the positions of the film reel on the character's body and replaced their shoulders with them, creating a clear look for his arms being made of film reels connecting to their hands.
I also added more ink-based elements to link back to Gary's restoration process of how he would restore paintings. such as adding a giant paintbrush strapped to his back with a belt, which also held 2 ink bottles.
I also added a speaker to his lower half to relate back to Gary's passion for music and how he played certain instruments, so I wanted to add something small that would fit this characetrs dewsign but still subtly relate to old technology and music.
I also changed the legs of the character to thin metallic tri-legs that are lamost spider like, i did this to mimic the look of easels with their tri-legs.
I think this design looks a lot better than the other and definitely shows more age and weather with ink stains and rust detailed onto it, however i think a lot of detail is added which blurs the design a bit, becoming a bit messy in retrospect.
Finally, I created this 3rd design taking elemnts from all 3 and combining them into one. I went for a human physique with the robotic enhancements being the gear that was previously equipped on the other designs.
I gave the character a strong young physique to parallel with the old rugged tech he wears that is now worn, torn and rusted, cracked even.
I added extra details and moved around certain things, like the film reels now resembling shoulderpads, to make the body and pose clearer and removed excess details such as the metal scrap on the body, putting more emphasis on the physique.
Lastly, changed the legs to be like how they were in the first one, but with heavy gear on for a more rough and tough look.
Reflection
I was already fairly familiar with this process on iteration as I had been doing from around 2022 with characters of my own; however,r something new I learned is to take risks in changing the design to something different to try ever possibilty and create a final outcome that feels satisfying.
I think the process of iteration howveer is fairly difficult as thinking of things to change can be difficut, i believe it's good to have an ample supply of references and an opne google tab to search up things relating to your character, such as symbolic meanings to designa character with things based around it.
Such as freedom, which can be symbolised with birds or even angelic deities such as angels.
I think for future iteration I would need about 3 - 4 iterations to mature it completley as in the writing process, things can change andtherfore your characte and your idea for them can change too, so it's good to create varied versions till you are completely satisfied, combining and stretching different elements until a perfect model.
03.02.26
DDS 09 - Exploring the Development of Indie Game LIMBO
03.02.26
Designing an audio soundscape
We used Adobe Premiere Pro to re-create this soundscape. We got the sound effect files from various sites such as YouTube and Pixabay, as well as creating our own sounds asuch as the voice acting.
Reflecting on the outcome, I think it came out alright, though there are a lot of areas we didn't add sound into and wish we couldve such ass some bird chirping/fluttering.
Some of the more difficult parts to recreate were the voice acting, as it was difficult to find someone to record someone at a time when both the room and they were free.
Something I'd like to carry over is the use of environmental sounds for creating atmospheric locations and settings that fit the mood of either a scene or a stage/level in a game
03.02.26
Visual Experimentation w/ PyxelEdit
- Reflective Journal -
The learning objective for this lesson was to develop our technical knowledge for designing 2D game visuals and consider the opportunities for visual development on our team project.
Pixel Edit is an intuitive software that can be used to create static drawings or animations specifically for pixelated art
The practical for this lesson was to recreate a character that was shown to us in the lesson in pixelsEdit. I picked this character to redraw.
When opening up Pixel Edit i created a file on a tiled document with the height being 48 and the width being 80. I found working with the softwarekind of cumbersome to use, as i couldnt use the drawing tablet with it, as the pen glitched by selecting things I didn't want or didn't draw at all. I switched over to the mouse instead and found it much easier, if slower.
I think my character turned out all right with a clear silhouette With a simple and precise colour palette, I created a skeleton underneath and lowered the opacity to then draw over with colour with trial and error, until the pose looked alright.
I definitely struggled the most with creating the pose, though the guidlines i created definitely assisted, it was still difficult
After the outcome of my team meeting, once we all had finished our discussion, they said that perhaps adding some more shading could help differentiate certain body parts so they don't blend in together. I agree with that statement and will try to do that more the next time I use this software.
We decided that there was use for Pyxel Edit for our project and decided that most, if not all, assets were to be made in there to give a retro look.
03.02.26
DDS 10 - Lessons from the Production of Half-Life
8.12.25
Team Game project - WEEK 1
Reflective Journal
For this project, we were given the task of planning and producing a game incorporating audio, visuals and interactivity using Construct 3 and any other applications to create assets for the game we make, grouped into teams of 3.
The deadline is set for 18th February, giving us around 6 weeks to complete this project.
The genre for this game can be adventure, puzzle, shooter or platformer.
(Sub-genres included)
Brainstorming:
As a group, we first brainstormed our different ideas together before we came to a conclusion on what type of game we wanted.
The game genre we went with was an adventure, puzzle, platformer with running, jumping and special actions that the players can use.
Something from my player acting that I thought of when we were discussing ideas was how we were going to teach the player. From the game, I played acted the tutorials in that game were a long, boring exposition dump to the player, which bored me and didn't keep my interest, especially with how slow the speaker spoke to the viewer.
Something I want to take away from that is trying to avoid making a tutorial similar to that and creating something that is both fast and interactive to the player, while still teaching them important concepts for the game they are playing.
Pre-production
After we discussed our ideas, we created a Google Drive folder to share any assets we create in the future in our designated folders for easy access. This meant that even if away for a day, we could easily send work from the comfort of our homes to Google Drive for our teammates to pick up and continue on with.
We also created a Google document to organise scheduling and as a semi-portfolio for any work we created, putting anything we did in the designated spaces we created.
We also colour-coded certain sections to say at a glance who's working on what to keep it more organised.
After everything was discussed and set, I went and started concepting characters/blockers for Level 3.
I started by creating a moodboard after thinking of the general concept of the level by using games/media that I liked as a reference. I created this in Google Docs for easy access to it at any time.
After I had done this, I created 2 concept sheets for 2 blocker-type enemies that could be shown in the level. I detailed a little bit about what type they are, what weapons they are holding and some small mock-ups about how they would attack the player.
Additionally, I drew illustrations of the present ships in the level and background details, such as buildings being made inside of clouds and other ruins floating around.
I added some other tiny notes on certain things to make it clear to whoever is looking at it that they can understand what things are and how things work.
I think overall for this week, I did well and am happy with these sheets, and am hoping to create more in the following week to better get my ideas down for the level I want to create.
For the feedback I got from my teammates, they thought it was good.
15.12.25
Team Game project - WEEK 2
- reflective journal -
I started creating a game slice from the full game my team and I are making, serving as a small testing ground for the grappling mechanic that will be used in the third level.
To create this, I used a video detailing how to make a simple one in Construct 3.
However, the further I got into the video, the more I was unsatisfied with the final product I was making, and some code wasn't working quite right in some areas.
One of the things that wasn't working correctly was connecting the player to the end of the hook, as well as pulling them forward.
So I decided to scrap it and start a fresh new file with a different video to use instead to make the mechanism. I will do this next week and hopefully be able to finish by then.
Overall, I feel a bit worried about the outcome for our project, but I will still try to find a way to make my idea work and to get the game out as good as it can be.
Video used:
Game Design with Reilly (2022). Construct 3: Grappling Hook in under 20 mins. [online] YouTube. Available at: https://www.youtube.com/watch?v=T7ZYqQoW8vY [Accessed 27 Feb. 2025].
06.01.26
Team Game project - WEEK 3
reflective journal
Between weeks 2 and 3, we had a 2-week holiday. During that time, I made some slight progress on the remake game Prototype for level 3, illustrating the grappling mechanic and draft sprite for said level.
I am using a series of videos in a playlist from YouTube and am following its code and writing notes on how the construct works, so if I need to remember how to do something, I can refer to those instead of this video.
The video is in a series I have been watching and noting down from:
I am using some temporary spites provided by the video in its description, but I will eventually change them.
We also have access to the premium version of Construct, so I can make subfolders to keep more organised.
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I had also started to create the code for the grappling mechanic, with it not being finished yet, but the basis of it is being put down.
I also organised more code into folders with comments above relating to what each code means or what it does.
As of right now, this is what the grapple looks like.
We also played a little bit on my and my other teammates' project:
The most important feedback I got for my game slice was that some bugs need to be ironed out, as well as adding something for the player to follow, like collectables.
I think overall this week went well, and imhoping to use the feedback from this week to assist in helping me work on the level further next week.
12.01.26
Team Game project - WEEK 4
reflective journal
This week, I continued work on Construct 3 for Level 3.
I made some new sprites as collision blocks to act as invisible, and then painted over with the use of the tilemap and sprites made by my teammates.
I also drew out the level design for level 3 using grid paper to my advantage to keep everything around to scale.
I also drew out another concept sheet for a game object, which I named a moving grapple point.
They would be small mini ships that flew with tiny propellers and assisted the player in the level, but broke after being used once before respawning after a set period of time.
However, implementing this mechanism has been tricky, as the code I had written for the grappling mechanism breaks completely when attaching a grappling point to a moving object. Solutions to fix this problem have come up short; one solution is to move 1 grapple point to different locations.
However, this is a band-aid solution and won't work for stationary grapple points, so a different solution is needed. I will try to figure this out by next week.
Player Testing Notes:
From this feedback for level 3, what I got was thatthe mechanic I have in place is fun, all that it needs is some polishing up and making the level design clearer so that the player understands where to go, which I can hopefully achieve by adding collectables.
Overall, I think I did well this week; however, I will need to work more quickly and finish this level by next week if we are to make the deadline of February 18th.
19.01.26
Team Game project - WEEK 5
reflective journal
During this week i have updated the game's visuals and have used my knowledge of tilemapping to add a background to the level.
I have also added a temporary sprite of the 2 blockers that will be present in the level.
1 being a light flying enemy that will be in the player's path, and another that will stand still and attack the player using the behaviour 'line of sight, if the player gets too close.
I did this by adding a hurtbox that spawns in front of the enemy, and if the player steps in, they will take damage.
This hurtbox is invisible, though and will be replaced by a swinging animation at a later date.
I have also added sound and music to this build, which I did not make. I will Harvard reference the below:
I got the music from this soundtrack from Sonic and the Secret Rings: High and Broken.
Release - Topic (2020). High And Broken. [online] YouTube. Available at: https://www.youtube.com/watch?v=U1yZbu9IiwQ [Accessed 21 Jan. 2026].
I had also gotten the sound effects for the grappling hook and jump SFX from this video in the description.n
Marlin (2019). Construct 3 Tutorial #1 - GRAPPLING HOOK - Player Controls. [online] YouTube. Available at: https://www.youtube.com/watch?v=BqOtqEUnAVA&list=PLClYkAqkRMPwdlj5EIBvcE7Mb9ak0xuKm&index=2.
I additionally added clouds that a team made and sent to me using the Google Drive we have shared, as well as making them parallax, scrolling through the level with the player.
Additionally, I ported over the assets and level-by-level one and have it fully playable, if not rough. I will need to work on that later.
Finally i added a simple menu to get from the level top, which I made for this week's player tetsting where we had people outside of our class to play it.
This was a great opportunity to have different eyes on our game to see where errors may be and criticisms without bias.
Critisms from this week's player testing:
From what I gathered, more or less people seemed to like it from what they wrote/talked about, but I did notice during gameplay that people were struggling with game mechanics, such as the grapple or not knowing if they needed the mouse or not.
I think tehre need to be something done about this, and I will try to gather my thoughts over the weekend to think of ideas and fixes for certain things.
26.01.26
Team Game project - WEEK 6
reflective journal
today im trying to adjust the checkpoint system in the game by adding a save and load function when you restart or go to a last checkpoint, howver im having some trouble implementing it.
Instead i have decided to scrap the idea because of my lack of knowledge and the thought of needing to rewrite a lot of code to get it to work.
And so I have now put in place a live system which detracts from the player's overall retries. Once it hits zero, they go to the game-over screen, where they are presented with 2 choices: to restart the level or go to the main menu.
This screen is temporary till I have the required assets from my team.
I have also implemented a few new audios relating to game overs:
Sumit - FOXITOGO (2022). Arcade Retro Game Over - Sound Effect (Final Cut). [online] YouTube. Available at: https://www.youtube.com/watch?v=FVJJKIJWKdc.
www.youtube.com. (n.d.). Boo-womp - Sound Effect. [online] Available at: https://www.youtube.com/watch?v=Xsrjy7140Lw.
I then ported over my other teammates' levels into the master build; however, a problem I ran into was that the build I got had unorganised sprites, as they were all similar names. They collided with other sprites in the master build with the same name, replacing the orbs with houses from level 1.
If I were to do this again, I would make sure to communicate with my teamates with what to name their objects/sprites to avoid a situation like this agaion as this set me back an hour to fix it/replace all the orbs; however i got it done.
Next thing I did was add a background to the level select screen, when given the full image; however, it was too small and looked blurred when I stretched it to fit the window.
And even worse, the file that my teammate used to make it was lost (they did not save it).
However, all I needed was the image to be upscaled around 200x, doubling the size, and so I used an AI upscaling site to accomplish this.
imgupscaler.com. (n.d.). AI Image Upscaler - Upscale Photo Cartoons in Batch for Free. [online] Available at: https://imgupscaler.com/.
After I had upscaled it i saved it as a copy next to the original one and chopped it up into 3 pieces to make the background for the level select screen.
It turned out a lot better and not as blurry as before, though some minor blurring did occur.
If I were to do this again, I would tell my teammate beforehand what size the menu is so he can set the canvas size from whatever program he uses to make it correctly.
Lat thing I did was organising and polishing up both levels 1 and 2, by making sure the code from level 3 was also used in both those levels for the checkpoints I coded in and the lives system I coded in.
After this was done i went to level 3 and finally added new sprites for both the heavy grounded enemy and light flying enemy blockers that were in it.
Additionally, I added a new behaviour to the flying blocker by addinga sine to wobble side to side horizontally, giving a bit more movement to the enemy.
At this point, though, I was running out of time to add or change anything else, at least with my best effort put in.
So I had to circumvent that and make some sacrifices in terms of quality, such as the art for the flying assist ship looking wonky and messy.
I had also used some temporary background sprites for the level, which I had gotten from an asset pack on ITCH.io.
I will embed the site below:
itch.io. (n.d.). Free Sky Backgrounds by Free Game Assets (GUI, Sprite, Tilesets). [online] Available at: https://free-game-assets.itch.io/free-sky-with-clouds-background-pixel-art-set.
After I had put in the background for LVL3, I quickly playtested everything makiing sure to skim through as fast as i good to look for bugs or faults and exported the build an publishing it on the college's ITCH.IO game hosting account to embed onto my blogger, which is below.
Embedded game:
itch.io embed code for game
This is an unfinished build of the game; not everything my teammates wanted was put in, such as the score/rank system and cutscenes leading each level.
However, in the time I had to import everything, I think this build of the game came out well with only minor problems, such as a life not being taken away in level 1 when falling into quicksand, etc.
29.01.26
Team Game Project - Evaluation
Our criteria for this project were to create a game incorporating audio, visuals, and interactivity, with the deadline being February 5th-ish. It must be made in Construct 3 with any genre we choose, may that be a platformer, puzzle, adventure or shooter.
My initial response to this was excitement about creating a game and being able to work with other people on assets and scripts, which would lessen the workload.
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The initial concept we had was a game similar to a Scott Pilgrim beat 'em up game, incorporating a fighting system with combos, different characters to choose from, all of whom all haddifferent abilities, comic book styled cutscenes between each stage and 5 stages total, all being different worlds as you escaped from the intergalactic police who were chasing you down.
However, over the course of the p
Project, this idea shifted from a beat 'em up to a more of a run and gun with only 3 levels and very basic level geometry with no combo system and simple AI for the enemies.
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During the project, we attempted to organise ourselves by creating a Google document we could all edit relating to our pre-production, suggesting ideas and noting down what assets or things were needed or missing from the game.
We also created a shared Google Drive, which encompassed anything and everything we had made, so we could all access assets from wherever we made and uploaded previous builds of our projects.
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Some issues I personally tackled were attempting to create the grappling hook mechanic, but not making it what I wanted it to be. Although functional, it isn't smooth and difficult to control, as seen by the various playtesters who used it in the level I created for it.
The way I tackled this is by having pre-selected areas where the grapple could be used for a more streamlined and pointed out experience in hopes players would foloow soort of a pre-determined path towards the end with little hiccups.
I believe I was successful at maybe not correcting the issue but going in the right direction with it, making for an easier and more thought-out experience. I will need to learn more about the quirks of Construct 3 if I were to attempt anything like this again.
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Over the course of this project, some technical skills I believe I have improved on are my workflow through Construct 3 and how I'm easily able to flow between the event sheets and level layouts.
I managed this by organising layouts and event sheets into folders as well, and adding commenting labeling certain events in the event sheet for what purpose they were there for. This helped me identify everything at a glance and didn't need me to check through everything to find something I needed.
This hastened my pace when creating code, bug fixing and adding new content to the project. Using this as experience, I will definitely be using this sort of setup for any future projects I go into, though I will make sure to be quicker when doing this to not waste time.
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Regarding my soft skills during this project, I communicated with my other teammates as well as I could; however, we did have moments where we bickered for a bit.
These are perhaps minor things, such as changes of enemy placement in a level, or major things such as the concept of organising materials for easier use and porting when combining 2 game project files or needing to change entire level design for it to be beatable and not unfair to the player.
Some other troubles we had were many teammates, even myself, being off on days; however work they and I had done previously was shared into the Google Drive, which slowed our pace a little in making assets for the game by a lot.
If I were to do this again to appease these issues, I would try to recommend job roles and project managers for each section of making the game to keep more organised on the same playing field for what we all want for the game, such as there being a mention that priorities functionality over looks (quality over quantity).
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Looking at the final build of the game, I believe it came out as well as it could, and I am quite proud of it and my teammates' work. The feedback given was positive, with criticism mainly being towards a lack of direction, slight inconsistencies and controls not being clear enough, such as on how to use the grappling hook.
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One aspect I think was the least developed was level 3, as well as the main menu. I believe there were quite a few issues and missing assets that were needed before it was ready. Player testing revealed issues such as trouble connecting to surfaces with the grapple and score not resetting once exiting a stage, and the main menu's background was not worked on, so it stayed with a blank blue one.
What I could have done differently to alter this outcome would be to probably communicate with my team better about the missing assets and create a more in-depth list on which assets are missing at which levels and which are needed urgently, hopefully to streamline the production process more.
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Looking at this project overall, I believe it was successful as we managed to create a game with platforming gameplay sectioned off by interactible menu's, added HUD elements aswell as score and limited lives for challenge. I am satisfied with how I individually worked on this project, as I was mainly in charge of working on the game's overall code, porting and quality assurance so that the entire piece was functional.
The biggest thing I have learned from this project is to definitely assign a team leader who can take charge of a project and run things from whatever their vision is so that the final product can come out more clear by the end, additionally, attempt to create something without a big scope for a project this small, ambition is great but too much of it can lead to faults and cuts.
What I will carry forward is my new knowledge on how Contruct 3 works and stronger knowledge on creating a better Google document for team members to look through for an easier time knowing what they are doing with the need for communication all the time, leading to faster, hopefully production rates and a much smoother working experience overall.