AWBH: My Final Thoughts


Hey! I'm Max. one of the developers for AWBH. please note that all i'm writing here is purely my view on how things went while developing this game.

The Journey

So we had a total of 10 weeks (8 weeks if you don't count the holidays) to work on our very first group project with the theme: "Space" other groups were struggling to come up with ideas, while we had our concept very quick. Klaas AKA the one and only Pindaklaas was brainstorming ideas left and right. We knew we wanted to make a Mario Odyssey like platformer, where the player needs to collect stuff in order to continue to the next world, and so we did! however we only had enough time for 1 planet instead of the 3 we planned (figures)

This was my first time as Scrum (project lead) wich meant i had to foresee and plan everything related to the project. I'd say it went pretty well, besides the fact that we had to crunch a lot in the final week thanks to my sloppy planning. i wrote and recorded the entire intro cutscene, while Klaas made all the art and finally Justin putting it al together. we did al that while it was 4 AM. Yea things where pretty hectic.

while making the main level i also had my fair share of issues with the terrain editor unity provides. i just couldn't get the landscape to look nice. however to worst problem was the terrain collission. wich i just couldn't find a solution for the player just falling through it.

The Npc AI also wasn't very fleshed out. but hey, at least we got a funny meme out of it

Yes we did have a lot of problems, but that didn't stop us from having fun! Klaas was making awesome models left and right. Justin was VERY fast with his programming tasks, so i contantly tried to keep him occupied with something to do. As for me, i'm super happy with how the factory area and the shooter segment turned out!

Conclusion

Our main problem with the project was that we overscoped to much. It was WAY to ambitious for a couple of firstyear gamedevs.

8 months later. i'm kinda surprised we even got an A+. The game was ridled with bugs and some mechanics were straight up not working. however one thing i can still see is that we had a lot of fun making it. you can definitly see the spirit of Klaas shining through the entire project. and after all i'm still proud and amazed for what we were able to achieve. 

Still here? wow ! Thank you so much for reading all of my rambling! until next time :)

Get A Way Back Home

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