Postmortem


Successes:

Our biggest successes from working on this game were the new levels we incorporated, the debugging process, and the additions we were able to bring to the table. At the beginning, we were hoping to take the original game and work on it to make it a much more polished version using the same levels, adding a bit, and creating new enemies. However, there were a lot of issues we found while doing our initial playtests, both in the scripts and in the design itself. Most of the ground layers were not working properly, the enemies' scripts weren't finished, and the game overall needed more diversity in the level designs, sprites, animations, and moves. We were able to successfully create new block sprites, add in a storyline, give the player more refined abilities and weapons, finish the enemy scripts, add new enemies, and form more diverse levels.

Challenges:

The most challenging part of this game polish was that not all group members were on the original coding team. It was harder for them to read the scripts and locate objects. It also took a lot of time for them to be able to go through all of the code and understand how each item worked and the reasoning behind some of the original coding decisions. A second big challenge, yet also success, was the debugging process. It took days to get through and work on each script, block, and issue within the game as there were quite a lot of aspects that needed solving. We also had a lot of trouble using github as it would constantly overwrite our level designs, scripts, and files. Backups became our best friend during this process. From finding the bugs within the enemy code, to modifying the weapon scripts, to altering the level designs, there was always another challenge around the corner. Some parts of the game, such as the levels, had to be completely re-done, while other parts, like the player code, was able to stay virtually the same, aside from the code needed to convert from a pc build to an android build. 

What we learned:

We learned a lot from refurbishing this game. One of the biggest things we learned was how to join a project later on in development and be able to assist in the debugging process and help out even without having coded the original game. Something else we learned was how to create switchable weapons and animations, which took a long time to be able to code into the game without bugs. For the most part, the entire project helped us learn more about unity, working in a group, and creating games through the various levels generated, bugs squashed, and late hours of work that had to be done in order to accomplish this game.

Possible revision:

With the way we ended the game and the menu we put in place, we intended to be able to go back in and create new missions for the ninja to complete and new storylines to explore. We barely scratched the surface of the different levels the ninja could explore, so if we were to continue, we would want to add those in, as well as new enemies, bosses, traps, and abilities. After learning how to change the weapons, we would want to also add in new weapon power ups, more weapon variations, and special skills as well. Overall, there's a lot more to be done on this game and hopefully we get the chance to continue it in the future, or pass it on to a new team of devs to add to the influx of ideas and expand as far as we can.

Get The Ninja Way

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