Beer Hunter Post Mortem
This post aims to respond to a number of questions at part
of a reflective post mortem for my previous studio unit project. In a team
consisting of four members including myself among peers, we were briefed with
the task of creating a prototype adhering to the rule that “no one gets hurt”. This
allowed us almost total creative freedom, providing that it was 3D from a third
person perspective and that there were no fatalities or injuries involved with
any character or living entity including the player.
The idea that we settled on as specified in our design
document is to “compete with another player in a race to get wasted, find the
last beers before they do, all while avoiding anyone or anything that could
slow you down. The first one to pass out wins”. The game is played as a
split-screen versus with beers located within highlighted fridges during a
party inside a populated frat house. The introduction of a pee mechanic is also
integrated using toilets spread throughout the level.
Two significant events occurred that I feel were important
with relevance to me, the first being our pitch to the animators. After we had
settled on the direction of our project and had a completed high concept
document, it was required of us to pitch our idea in an attempt to recruit artistic
members into our team. Interestingly enough, we were met with very positive
responses from most of the animators despite our presentation lacking in visual
aid and delivery preparation.
I am convinced that our pitch was a success given the amount
of interest we had from those wishing to work with us. I personally believe
that in this case however, it was only our idea that held us. While we certainly
had more than enough material to present, I believe that more time spent
organising that information and sorting the important details from those considered
minor would have been exceptionally beneficial had we been pitching a different
game.
The second significant even has to do with my mindset
regarding prototype quality code, I found myself working at a much slower pace
than what was required in the beginning of the project. The reason for this was
my tendency to start writing not production quality code, but code that was
still adaptable and modular enough to be considered overkill during a
prototyping stage. Although it never took me long to adapt to writing “hard
code” that gets the job done quickly, it feels illogical.
A majority of the assets added by myself were script and
audio related. The first and most major contribution of mine was the third person
camera, an extension of a first person camera script created for a previous project
of mine. The script allows the player to simultaneously look around using the
mouse or a controller and independently control the horizontal and vertical sensitivity,
rotational extents and axis direction in first or third person mode.
Other contributions of mine include assisting in scripting the
UI, input manager, fridge and toilet with our other programmer among performing various tweaks and bug fixes
throughout the codebase. I later made changes to the in-game instructions and provided
some basic ambient audio and sound effects. The ambience heard while playing
the game was made by taking the chorus of a song, adding reverb and enhancing
the bass line. I then layered ambient chatter over the track and turned it into
a seamless loop using Audacity.
I felt as though our production style was quite sufficient as
each team member knew what their roles were and when to ideally have them
completed by. We were openly flexible with the swapping of roles and having the
same task be completed multiple peers. Some more time spent on documentation
would have proven advantageous as we did encounter times where production was halted
from not having the answer to a particular gameplay mechanic related question.
Our software stack comprised of Unity 3D, git and Google Drive.
I personally found this combination very effective, particularly the use of git
with our Unity project as it complimented our production style well. There were
never issues when merging project builds and as such we were independently able
to perform each task at our own pace without any noticeable conflicts. The same
can be said for our documentation, Google Docs excels in this area for the same
reasons.
I was absent during the play testing session, however there
were a few things I observed after watching over the video recordings of the
session and evaluating the feedback left from each user. Almost all users
reported their confusion when initially playing the game, some having no idea
how to play at all. The flaw highlighted was that regardless of the fact that
this was a prototype, we underestimated the requirement of having clear goals,
guidelines and instructions in place for new players.
The next observation I made relates to the NPC’s attempting
to slow you down by obstructing your path. Despite this being a core mechanic,
many users found that it hindered their gameplay experience in excessive quantities
when racing against their opponent. Interestingly enough, I found many similarities
across all of the responses demonstrating just how essential the play testing
process is for bringing obvious flaws to attention, which would otherwise go
unnoticed by the developers.
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