Project Postmortem

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Transcript

All right, welcome back, everyone. We are just about set to put a bow on this project. But before we do, I want to take some time out for reflection and self evaluation. I want to go through a process known as a project postmortem, where we think about what went right, what went wrong and what could be changed in the future so that we could do this all better the next time now, this project postmortem process is something that a lot of developers go through self willingly at the end of a project so they can figure out hey, we did okay, this time apo, how can we be better in the future? Because that's all that really matters. So if you don't believe me, I'd like to direct you to the Google a moment.

And a website that a lot of professional developers know about gamasutra.com a lot of times they will post project post mortems up on their website. Here's one from Resident Evil four. And again, this is a place Where the development team reflects self evaluate, and they list out things about what went right with the development of the project, improved technology, you know, improved workflow, that sort of thing. Usually it's about five points that the team will hone in on. And then what went wrong right. Now a lot of these things do tend to be process oriented, not necessarily having to do with how good the project turned out.

But they can be either process orientation type things or things with the project themselves. So before we do our own project post, post mortem here, I just wanted to play through our level and see what we got. See what I have so you can see what I did well and what I did not do so well. Here we go. Lacking a sound effect on that door, don't really Like that find those targets a little bit hard to see sometimes. I did like the flexibility of the set spawners how much power that gave me as a designer.

A lot of parameters that I can specify as I was building this out. I'll try to catch this next elevator on over. Okay, I do like the rain quite a lot. Again, here's that no sound when I'm opening up the door. I just find those targets a little bit harder. See, I like the flexibility that I built in with some of these fans here and making it so that some of them could spin faster than the others.

I can see that some of my lighting here is a little bit too dark. It's just too dark in this section. Obviously I know I've got a sky without clouds in it although it's raining anyways, I didn't really take great pains to ensure that it was realistic or anything. Catch this on over I'm getting close towards the end of my level here. One thing that I'm not going to be exposing for you here that I know I did not like is that when I do die by touching the water, the water would kill me if I land It's too dark as well. But when I land in the water, it sets me to respond way back beginning of the level, which was sometimes oftentimes not enough time for me to get back to the end of love.

Alright, so there is my completed project ends and let's evaluate what I did good what I did not do so good and what could be done better in the future? Let's start with what I thought went right. I think one thing that went pretty well was getting the level scale and character metrics mostly right due to the pre planning that we did at the very outset of the course. Now I did modify some of my characters jump parameters, and speed and even the outlay of the level a little bit as I went through the creation of this project, but it didn't deviate too far from my originally intended design here. One thing I definitely did is our fan corridors here. That's where our player had to pass through the spinning fan blades.

I definitely widen them out. I thought I was gonna make them more narrow but I decided I wanted and needed to make them a lot wider than I actually did. I didn't add this last bend at the very end of my map didn't feel need to didn't feel a need to add this balcony. But in general, the actual scale of this map was pretty darn close to what I had in the end so I thought that was pretty well. Um, something else I thought went pretty well was the targets spawning in the set spawners added a lot of flexibility that I really enjoyed all the parameters. Let me bring in our set spawner here.

We expose a lot of variables here to the editor, and that gave me a lot of power that I really enjoyed. So set spawner big when I thought that worked out well. Something else that I thought ended up working well that I wasn't originally intending on a little bit of emergent gameplay that I had going on over in this area. I had the targets that are kind of placed behind the spinning fan blades. And amid the the the targets to shoot them a little bit more of a challenge because I kind of had to work around, shoot around the spinning fan blades so I thought that worked out pretty well as well. Now let's talk about things that went wrong and that I could do better than next time one and I can see it right here.

I don't think I made my target art nearly noticeable enough especially in these darkened quarter doors. You can see my five point targets right here. I thought that they were a little bit too hard to see now there are a few ways that I could have made them more noticeable I could have in either the parents blueprint or even in any of the child blueprints. I'm just gonna open up the parent blueprint. I could have added maybe a spawn in any spawn out particle effect and activated or deactivated. The particles as they spawn in and out.

Maybe even a looping particle that plays around the the targets while they're hovering in midair just to make them stand out a little bit, maybe even add a sort of border, another mesh behind the main target here just to help it stand out a little bit more. For me, I thought that the targets did not stand out nearly enough especially the point targets. I already mentioned that I did not like the fact that I omitted adding a sound effect for opening the door that would not have been too hard to do if I open up my BP door here. Here is our open door script I could have simply made it so that maybe right in here or anywhere in here I could have done a place sound to D or at location play sound at location and played a door opening sound somewhere in this script.

So that's a my bad right there. I should have caught that as well. Let's see other things that I felt could have been better You may have noticed that when I played the game, I didn't get very good feedback when getting a time bonus or a speed bonus. And I did that somewhat intentionally because I knew I was under a time crunch putting together this course. But you'll notice in my HUD now try to get a time bonus here. Let me just jump back in and play in really quickly.

So my time bonus, my time in the upper right when I shoot this, you don't see anything in the upper right there flickering or making that my current time. more noticeable that I added some time to my total. Same thing with when I shot a speed boost target, there was no visual indication on the screen whatsoever that my character could actually move faster. So those are things that I would improve upon next time as well. And I would do that through creating more robust script in my HUD UI to maybe make my text grow. That is this text right here.

When I added some time, maybe I'd have something slide in from the side. There's something called widget animations that I didn't talk about. What else could I have done better? Well, as I mentioned, I did not like the fact that every time I would die playing my game, I get respond back to the very start of my level when I touched the water, for example, and I knew that that was going to be somewhat of a problem. But to create a checkpoint system was going to add a lot more video, so I opted not to do it, and it's probably a little bit more advanced than it is for beginners. So maybe at some point, I'll add bonus videos for that.

Let me know if you are interested in those last thing. Obviously, this is not much of a game. The fact that we are traversing through this level kind of racing against time to shoot targets. It's really not that interesting of a game. To make it a little bit more of a game, it might have been nice to at least have a leaderboard to compare. Your scores against others.

We didn't include that in this course as well I have that included in a another Pac Man style course but that adds a whole lot more videos in is beyond beginner level as well. So those are some things that I would have changed or done better next time. Let me know of some things that you may like to see in the project. Maybe I'll add a bonus video if it's not too bad. Let me know. Okay, that's gonna do all for this one guys.

We are one step away here from packaging up our project and putting a bow on it. We'll see when the next video

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