Final thoughts
So I’m finished, more or less. I still have a bit more work to do on my GDD to submit tomorrow, but as far as implementation goes: I’m done. Overall I’m happy with what I’ve created. I set out to make a small-scale 2D platformer with a twist on one of my favourite game-mechanics (Fez’s rotation), and thats what I’ve produced. As far as beign a fully-fledged indie game goes, it’s nowhere near. The art and aesthetic is rudimentary, with a lot of room for improvement, and I feel that the level-designs I’ve produced don’t make the most interesting use of the core meachanics. However, in the time-restricted scenario of coursework, I feel that I’ve produced a solid product.
I feel that my overall design approach was solid. I had a good idea of what I was aiming to produce from the get go, as laid out in my initial pitch presentation. My consistent blogging has documented every part of this project in detail, and clearly illustrates the problem-solving and continuous iteration that the development process consisted of. Every bug, development and new idea/decision is recorded in this blog, resulting in a comprehensive account of the development of my game. This has been one of my favouite modules this term. I feel like assessment of our “Design Process” could have taken a million different, much drier, forms, including essays/reports and small design tasks, but the use of a small-scale game-dev task (combined with developement documentation) provided an engaging and interesting assignment, and I’ve learned a lot while working on it.
While complete with regards to the assignment, as I talked about above: AntiGravity is by no means a finished game. I fully intend to continue working on it in my free time, as I still have lots of ideas to try and areas of the completed product that I want to improve upon.