What Went Well:
- we made a game
- Level design comes first
- End of semester communication style
- Talking out systems before beginning to prototype them
- Considering art implications before prototyping
- Levels came together after understanding what needed to happen in each room
- High priority systems vs low priority systems
- Core loop is super well defined
- One file per actor, working on the same level at the same time
- Modularity
- Navigation hotfixes
- Color wires
- Green door / red door
What Could Have Gone Better:
- Visual Language / Systems
- Player navigation
- Neglected the map system entirely
- Level prototyping / blockout phase
- Lighting 😟
- Time management
- Get a better playtest schedule
Potential Planned Additions
- [ ] New Energy Actors
- [ ] And-Or Doors
- [ ] Rails
- [ ] Customization System
- [ ] New enemy types
- [ ] Narrative Storytelling System
- [ ] ‘Cutscenes’ (or some other narrative communication outside of gameplay)
- [ ] Dialogue system (?)
- [ ] Environmental Interactions
- [ ] Improved UI
- [ ] Improved map system
- [ ] Trim sheet / material pipeline
- [ ] Superior lighting system
- [ ] Player mesh customization models
- [ ] TGiAR Steam Page