Here’s a bit of music for you to listen to while you read, should you like to:
Brace for deceleration, we’re calming down.
So the last few weeks have been quite stressful for our team of 6 people. With one of our coders leaving the course and the never-ending updates and fixes that we can do to the game itself, it’s been pretty hard. That said we’re finally up in front of these things and it’s looking like the game might be finished in time for the presentation.
This week I will be talking about 2 things. First I will be talking about the design behind our high-score menu, and secondly about the overall game and how it has been to develop a game during these 10 weeks.
So first, our high-score screen, and here it is:
It is important to note that I did not create this on my own. I supplied a vision and a design for our Lead Artist and he created this. My submission looked like this:
As you can see I supplied the design and overall idea of the image for a placeholder, and where my artistic capabilities fell short he supplied the knowledge and skills to create something complete.
I think it ended up looking very well, with the exception that it’s lacking a position for a “Back” button, but perhaps we can put that on the moon in the top-right corner.
We wanted to show the high scores of previous players on headstones to give the player the idea that all the previous thieves have been shot and killed, and their valuables etched into their headstones. This makes sense in one way, but if our player clears the map (our only map) it makes little sense that his high score would be displayed on a headstone if he escaped. However I think this is something that can be overlooked. I’m very pleased with the state-screen.
Secondly then on the project as a whole. It’s been hard work and at times infuriating. Most of my classmates seem to hate the games they’ve been developing at this point, and they want to move forward and do something completely different now. I don’t. I love my first production. It has many flaws, it’s rugged, not very consistent and lacks several elements to make it crisp and neat and complete. But it’s mine, and we did this over 10 weeks. Imagine what we could do with 2 years.
This course has been amazing, aggravating, hurtful and painful all at once. I’ve laughed and groaned, but we made it through and in one and a half week we release our very first production.
Thank you for reading this far.
There will be more to come in the future.
Signing off with a smile,
//William