Tournamental Prototype
A downloadable game
Introduction: This postmortem reflects on the development of my personal project, which involved creating a three-stage level for a game and implementing two key mechanics: a stamina refill orb and a partner's stamina refill tile. Throughout this analysis, I'll detail what went right, what went wrong, and conclude with insights gained from the project.
What Went Right:
Stamina Refill Orb Creation - One significant achievement was successfully creating the stamina refill orb mechanic. I designed and implemented the orb mechanic to function seamlessly within the game environment. This hands-on experience allowed for full customization and control over the mechanic's behavior, enhancing its integration into the level design.
Utilizing ClickUp Resources - Accessing information on the partner's stamina refill tile mechanic through ClickUp proved invaluable. Leveraging resources available on the platform, I acquired detailed insights and guidelines for implementing the mechanic effectively.
Iterative Level Design - Employing an iterative approach to level design was instrumental in refining the gameplay experience. By continuously playtesting and iterating on each stage of the level, I iteratively enhanced the level's pacing, difficulty progression, and overall player engagement. This iterative design process ensured that the final product was polished and provided an enjoyable gameplay experience for players.
What Went Wrong:
Technical Hurdles - Despite successful creation of the stamina refill orb, I encountered technical challenges during implementation. At first, I didn't know where the stamina was implemented, and this required additional troubleshooting and debugging efforts until it was found. This unexpected complexity led to delays in development and highlighted the need for more thorough technical planning and preparation.
Limited Scope Exploration - While I focused on implementing specific mechanics, there was limited exploration of additional features or design elements. This narrow scope may have constrained the project's potential for innovation and creativity. In future endeavors, I aim to broaden the scope of exploration to foster greater experimentation and innovation in project development.
Conclusion:
In conclusion, the development of my personal project encompassing a three-stage level with a stamina refill orb and partner's stamina refill tile mechanics was a valuable learning experience. Despite encountering technical challenges and limitations in scope exploration, significant achievements were made in creating and implementing the stamina refill orb mechanic and leveraging ClickUp resources for project optimization. Moving forward, I will apply insights gained from this project to enhance my skills, refine my approach to development, and embark on future projects with greater confidence and proficiency.
Status | Released |
Author | Dragon Knight Gaming |
Genre | Puzzle |
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