EVALUATION
I believe that this project has been a profound success for an experimental production though there were a few uncertainties and mishaps. However, uncertainties and mishaps were foreseen considering the experimental factor of this development.
My performance in this project was exactly how I anticipated it to be before commencing development: incompetence in coding and competence in pixel art. Constructing the coding of the game's mechanics was in demand of much skill and knowledge from me which were largely absent. The reason was because of my ignorance of the provided coding elements and their functions: I was informed how the system was constructed but not the functions of its building blocks. Fortunately, I was mostly able to assign the correct variables by judging term usage. For instance, if I were in search of a condition that processes the actions every specified second, I would search for terms such as "every" and/or "second" and from that deduce a condition with either both or one of those terms as the condition needed.
Furthermore, I was unsure how to animate the sprites as intended. Therefore, I devised my own approach to do so and that was coding the animations in the script by coding one frame of the sprite to be visible and the other invisible, and reverse. I did doubt whether the performance of this system would be faultless but, astonishingly, it functioned exactly as I hoped it would and no faults arose.
On particular occasions, I sought to be assisted by expertise when I encountered uncertainty. Two such occasions were when I hassled coding the "Cut tree down" mechanic and when I was uncertain how to set the HUD elements to align themselves with the player. Regarding the "Cut tree down" mechanic, there were issues with the progress bars that render when the "Cut tree down" system entry detects input: the bars would not set their width according to the player's progress. I am not sure as to why exactly this was the case but I presume the cause to have been an integration of irrelevant parameters. Whatever the cause was, this issue was resolved by a few script refinements. As for the HUD struggle, the diagnosed cause was that the HUD elements were in the wrong layer. This issue was resolved by adding a new layer and then transferring the elements into that layer and setting their parallax value to zero so their motion was parallel to the player's motion.
As for pixel art, considering my unarguable proficiency in illustration, I was able to creatively illustrate the game's sprites almost effortlessly; I encountered no problems with illustrating the game's graphics. Despite my presumption before development that I would need some doses of inspiration, all products stemmed from within my mind without any inspiration at all.
As a final statement, I am pleased with how the project has progressed and where it has led. Despite the difficulties that I encountered, I do not at all regret undertaking this challenge. I am glad that I have challenged myself and have undertaken something I did not consider myself to be competent in.
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