Self Assessment
Critical Analysis
Initially the project was on a solid path, everything was going to plan, however as time progressed and the scripting of the game became increasingly more difficult, as a result of increased difficulty in scripting, the project suffered greatly in other areas.
Due to the lack of time after the scripting was completed to have basic functionality, the process off modelling and unwrapping took a great deal more time an initially anticipated.
Because of how long it took to script and unwrap, majority of the other areas of the projects had to be moved down in time, resulting in less time on them or scrapping of the idea.
Several functions that were originally desired in the game was scrapped such as;
The time spent texturing while the most enjoyable at first, I found that it became a huge problem when I became attached to the texture and wanted to perfect each texture, this became an issue when time was very limited.
Creating extra assets to place around the scene to make it seem less empty was also a challenge, due to the fact that the scene while being very large, it also had issues with scaling of the characters in comparison to the wall and the scaling of the assets in comparison to the character.
Critical Analysis
Initially the project was on a solid path, everything was going to plan, however as time progressed and the scripting of the game became increasingly more difficult, as a result of increased difficulty in scripting, the project suffered greatly in other areas.
Due to the lack of time after the scripting was completed to have basic functionality, the process off modelling and unwrapping took a great deal more time an initially anticipated.
Because of how long it took to script and unwrap, majority of the other areas of the projects had to be moved down in time, resulting in less time on them or scrapping of the idea.
Several functions that were originally desired in the game was scrapped such as;
- Artificial Intelligence (AI)
- Spell Variety
- Player Voices
- Large Explore-able Areas
- Inventory Functionality
- Equipment Change
- Player Health & Mana
The time spent texturing while the most enjoyable at first, I found that it became a huge problem when I became attached to the texture and wanted to perfect each texture, this became an issue when time was very limited.
Creating extra assets to place around the scene to make it seem less empty was also a challenge, due to the fact that the scene while being very large, it also had issues with scaling of the characters in comparison to the wall and the scaling of the assets in comparison to the character.
Individual Strengths
Modelling
Texturing
Conceptualization
Animating
Weaknesses
Time management
Perfectionist
Unwrapping
Scaling
Scripting
Knowledge Gained
Several issues arose in the area of time management and being a perfectionist, as a result I learnt that artist can't become too attached to a single piece of work, and we need to learn to mark an art piece as "completed" to continue to work on the other areas of the project.
Creating textures and using bump maps to create a better looking texture and to give the objects a more "3D" look.
Animation in unity is set up vastly differently to creating an animation for sake of "animation" unity if the fbx is exported into unity all the controllers are imported alongside the animation and therefore causes several issues with the model and animation clips in unity.
Results
Though there were several hardships throughout the process of creating the game, there were also several key points that taught me many important skills that would help me in the future. The proper time management for projects using time tracking software/websites to determine the amount of work put into the projects, and the amount of time in the separate areas of the project.
Modelling
Texturing
Conceptualization
Animating
Weaknesses
Time management
Perfectionist
Unwrapping
Scaling
Scripting
Knowledge Gained
Several issues arose in the area of time management and being a perfectionist, as a result I learnt that artist can't become too attached to a single piece of work, and we need to learn to mark an art piece as "completed" to continue to work on the other areas of the project.
Creating textures and using bump maps to create a better looking texture and to give the objects a more "3D" look.
Animation in unity is set up vastly differently to creating an animation for sake of "animation" unity if the fbx is exported into unity all the controllers are imported alongside the animation and therefore causes several issues with the model and animation clips in unity.
Results
Though there were several hardships throughout the process of creating the game, there were also several key points that taught me many important skills that would help me in the future. The proper time management for projects using time tracking software/websites to determine the amount of work put into the projects, and the amount of time in the separate areas of the project.