Planet E4R7H - Post Mortem


What Went Right:

  • We made sure to make progress every week despite team shortage
  • The game has the correct feel
  • Things that were added that were not planned (flashlight and dark environment) gave the game an appropriately spooky ambience
  • We had unique enemy models
  • Terrain ended up looking natural and complex
  • Zombie targeting between base and player
  • Good balance between giving the player freedom to explore and the need to protect the base
  • The rocket building in the scene as player picked up parts looked snazzy
  • UI display, upgrade menu was clean, easy to navigate and understand

What Went Wrong:

  • Since we scoped the project for a 5 person team, we had to cut back significantly over time.
  • In order to prioritize a working game, not as many sounds made it in.
  • Enemy AI would not stay locked in their specific biomes
  • Animation states ended up being a little glitchy
  • NavMesh baking problems
  • Difficulties during the generation of the game build with the rendering, lighting, and UI size

What Changes Were Made:

  • There were no different weapons included
  • Some enemies were changed
    • Sand worm -> skeleton
    • Bog monster -> Bog zombie
    • Candy bunny -> sweets zombie
  • Base upgrades
    • Player cannot add walls or turrets
  • Biomes are not randomly generated
  • No more particle effects / unique sounds for each biomes
  • No boss enemies

Even though the game is in working order and has an appropriate feel, there is definitely room for improvement and polish.

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