Being able to get things done early and at a consistent pace seems to be a good way to ensure that a project gets successfully finished. I'm glad you guys could get things polished and refined! Good work!
anoelq
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Hi Mikey! It's great that this project has motivated you to pursue more experience in your discipline. I'm in a similar boat, so I'm hoping we can both continue to learn lots over the summer! Also, being able to customize your game to a specific feel or aesthetic you're aiming for can really sell a game, so that's awesome that it worked out. Great work!
Hiiiii Lucy :) Thanks for making the browser-ready build! I've learnt a lot from you this semester in terms of programming, and it's been a lovely experience getting to work alongside you. It's definitely gotten me to become more diligent when it comes to learning about how coding in Unity actually work, and inspired me to work on more programming-related projects. Thanks for all your hard work!
I'm glad things have been smooth sailing for your group. If things are working well, I think it's a good idea to continue working on the project after the semester is over. Because we only have a few weeks left in the semester, it would probably be difficult to rush everything in last second, and if your production is steady, it'd be a shame to slow that good momentum now. I hope implementation goes smoothly for you!
Adjusting to different types of players is difficult, especially when they're so drastically different. For players who don't tend to collect each and every detail, it's good to have systems in place that push them towards the right direction in a simple way, though making things simple is ironically harder than it seems. I hope you guys find the right solution to your challenges.
Trying out different puzzles is definitely a good way of honing your design skills with them. In general, I think they're great for design because you can analyze what makes a fun puzzle if you're playing a good one, and what makes a puzzle not work if you're playing a poor one. For a lot of people, the "click" of a clever puzzle's piece falling into place is an important part of puzzles, and learning to replicate that is a task in itself. It's great experience for basically any game project. I'm excited to see how everything turns out!
I hope the 3D learning process well go smooth for you. It's still quite difficult to fully grasp my mind around 3D modelling, especially when put in a game environment where it needs rigging and animations. You sound like you're dabbling in quite a few roles for this project, so I hope that scheduling has gone (and will go) easy for you. Being able to properly set time aside for work is very important, and I hope it all works out for you! Excited to see what you make!
I feel the start of this as well. I have a very bad habit of letting things sit until last minute, which comes back to bite me later. Additionally, I feel like a lot the quality of my work dropped due to this as well, which is generally a bad thing. I usually attempt to make myself work in smaller portions at a time and set my own due dates before official due dates. Trying to utilize planners and organize your tasks is a very good start to breaking out of any disorganized habits! I'm glad it's been working for you and you can get a lot of satisfaction from it, maybe I should try it out too!
I feel like I'm also someone who grinds things out faster when deadlines come closer, but I also have found myself struggling from quality declines as well. I do value the quality of work, which also puts me in this limbo of balancing workflow vs. quality. It also runs the risk of missing deadlines, which is a hard habit to break out of. The reminders on phone thing might be a good idea for me to try out as well!
Properly managing time on short notice is a difficult task, and I think a lot of presenters ended up improvising on what they ended up sharing to the class. It's hard to balance out a presentation, especially if you specifically catered your 5-minute presentation to that specific time limit, as the time reduction undoubtedly caused a lot of information to be cut or improperly conveyed in the presentation for a lot of people. It's stressful, but flexibility is definitely something needed in the industry. For what it's worth, I think our class did really well on presentations, despite the last minute changes!
Using this opportunity to develop a previous idea of yours is very clever, and even if your team doesn't use it for this project, I'm excited to see if come to fruition if you do decide to continue developing it on your own time. Even if the scope was too large for this years project, it may be a very good game to develop with a large team if you ever decide to work on it again. Your inspiration from other games helped get the overall vibe of your game across better in my opinion!
Considering how the entire idea of our pitches were to focus on our design challenge/chosen topic, I think making a very small scope game that communicated the overall topic but could be changed around and developed later on is a good idea. It makes sense to have a looser concept, when the biggest focus is the design challenge itself.
I like the narrative focus on hacking as a point. I see many games using hacking as a mechanic without doing much thought into what actually goes into cybersecurity, or they do it with a fantasy twist that changes the context or morality of hacking completely, so it's interesting to see you attempt to delve into it as it is. I'm also excited to see how your mechanics develop and what ludonarratives come out of it, especially with your focus on narrative aspects.
Interesting way to tackle the social media topic. Misinformation is a pretty big problem on social media, so it's good to see talk about it. It's definitely not a problem that's letting down soon, which is probably why Twitter recently added community notes to their platform, however those are also subject to people griefing them.
I love the fantasy twist on such a modern topic. It's an interesting metaphor, using being a king's advisor and modern monarchy to represent misinformation on social media. The concept of the game sounds very solid, I'm excited to see where you go from here.