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Todd Brooks-Marling || Semester Two || Dev Log Four || Post-Production

Overview

     As we get into post-production, Auto-Shipping Solutions is in a standalone playable state. Over recent weeks we had to drastically re-scale out project as our original plans weren't going to work based off of the time remaining. 

Work Summary

     After deciding with my team on what we needed to complete to get the game ready for the deadline, I started working on my tasks as the lead programmer. These tasks included many different things such as making new systems, changing current ones, implementing assets, and finalizing our UI. 

     For making new systems I needed to make a functional identifier for what the player is actually doing, beforehand the player was controlling a circles that followed the mouse around the screen, now it consists of two arms and hands that change depending on the player's action.

     When it comes to changing old systems, I needed to change our old score based completion into a live based one where the game ends when the player runs out of lives.

     Implementing assets is pretty straight forward, this consists of me using the art provided by the team to put together the game's UI and scene. This resulted in a very nice looking setting that I feel matches our game very well.

     Lastly I worked on making the UI system more functional and accurate to the mechanics we have implemented into the game.

Conclusion

     Moving forward I would like to polish up the game by implementing our original ideas into it. I believe this game has a lot of potential, and will make a great portfolio piece going forward. I had a great time working with my team on this project, and look forward to doing more work on it.

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Hello Todd,

I have to say you did a great job at programming and implementing assets that were finished many sprints ago to make sure everything moves and works out properly as planned out. I know there were times that you would stay up until 4am or even not sleep at all since our team fell behind on tasks numerous times, and I thank you for that because I personally wouldn't be able to stay up that long. The game went from looking a bit dull and boring to exciting and fun within a week, and I've never seen something get done so fast within 5 days. Good thing we kept a medium difficulty project that we could finish it with few problems.

And I agree, if the team decides to keep working on this in the future we can implement different days with new mechanics into the game to make a better piece for our portfolios.