Greg On The Beach Post-Mortem
- Joshua Angel
- Jan 27, 2024
- 2 min read
Greg On The Beach was my first time working within a friend group at University and I'd say it went really well but the fact that it was a friend group does shine through in some of the mistakes that were made and the overall scope.
Production
It started out really well when people were focused on the bigger picture of the game and just getting the game to feel nice but people slowly started to focus on smaller or unnecessary aspects of the game which caused major issues in the long run. I'd say I did a good job of task delegation at the beginning of the project but once people had finished up on their major tasks was when I slipped, causing team members to focus on smaller parts of the game that weren't that important. This also meant that feature-creeping became a major issue near the end when we had to cut a ton just to submit something.
Design
Although my part for the development of this project was small, I still wanted to have a go at level design, trying to go for a lanes approach depending on how they player felt and if they wanted to risk losing their pizza. In the end though I don't think this idea came through very well in the build, without a clear indication of the danger, the finish or the lanes, players just wondered around aimlessly until the unseen danger eventually took their pizza, forcing a reset.
Conclusion
Overall I'm happy with the game, I was responsible for the Level Design and while it has it's flaws, it pretty decent for a first time I've had a go at it.
It is still my most views and downloaded game on Itch currently and was a really fun game to make, so it's nice that there was something to take away and look back at from the development.
Until Next Time!
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