Indie Journal: Critical Evaluation

Throughout Inide Development, I used many skills that I had beforehand but also learned some new ones. For example, the most useful thing I learned would be how to construct a game. Ideally, it is good to make every system you create be as adaptable as possible - different NPCs should be able to interact with it, the variables should be enough to allow for completely different feeling things from just the same system and so on. Keeping this in mind when creating games would allow me to make far more game content than I would if I made everything individually.

The biggest issue, as mentioned before, is time management. While I did create a good amount of the game in time, even then I didn't manage myself enough to create what I originally wanted in time and had to compromise. That, combined with my lack of journal work, meant I was far behind when it came to the end of the project.

If I were to get my time management down, I would definitely create a far better project. I would likely have more enemies and perhaps even an actual Metroidvania level that the player could travel through, which would feel like a completely different game. However, I feel what I have created shows off the primary focus of the game, combat, quite effectively. While it isn't what I originally wanted, it let me develop a system I hadn't tried before and create a start to end experience in time.

For my future projects, especially the group work in Year 2, I would likely be much better with time management. I have some ideas to hopefully improve my scheduling, and will eventually overcome this downside of mine and become a far better developer because of it.




Comments

Popular posts from this blog

Indie Journal: Week 6

3D Journal: Critical Evaluation