Postmortem


Successes 

At the end the design and coding part went successfully. 

Nonhuman character design 

Combining various landscapes for the player to experience. Lv 1 Linear landscape with parallax, Lv2 moving down, and Lv 3 moving up 

Failures (What went wrong) 

We tried to make the dialog box changing according to amount of words, but it failed. 

Level 2, 3 background graphics: we finally got it right with camera movement, we would’ve spent the time developing and designing game mechanism than the background revision. 

Lessons Learned 

We found out that the camera angle was out of the BG outline after uploading the background assets. we spent some time to figure how to fix the issue.  lv 1 consists of separated layers so we needed to place the same bg next to each other, however, we had to expand the BGs in Lv 2, and Lv3. From this experience, we learned when implementing the camera moving along with the player we have to plan the BG as we learned. 



Future Development

Create animated transitions between the scenes and have the text box animate in and out

Add animated feedback on enemy collision for instance a red screen flash. 

Change remaining lives to sprite based bars instead of the text. 

Change the timer sprite to a sprite consistent with the game design. 

Normalize volume for enemy collision sound so it does not get lost in the music.

Create a mechanism to isolate background assets so players dont mistake them to be collider platforms and dont try to jump on them. 

Improving the accuracy of our polygon colliders.

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