Thursday, April 22, 2010

Boura's Postmortem

Back Story:


Jumping over dead trees and rushing across the river, Ugg races away from what he calls “big lizard pointy teeth”. This is the second time in three days that Ugg has found himself attempting to avoid being an appetizer for a tyrannosaurus. As Ugg finally reaches his cave, he lies down on his saber tooth rug and tries to catch his breath. Ugg is a caveman, and after his long life of 15 years, he is growing weary of dodging dinosaurs.

The next day Ugg finds himself wandering the plains in the valley below his cave. While struggling through some tall grass he stumbles upon a giant glowing rock. There are strange symbols all over the rock, and when Ugg’s curiosity finally gets the best of him, he touches the stone. Instantly he feels some strange energy flowing through him until he finally blacks out.

When Ugg awakes, nearly 65 million years later, he is laying in a clearing surrounded by strange trees that he doesn’t recognize. As he looks around, Ugg finds some cloth covered huts, and a strange little man. Despite the change in era, scenery, and temperature of the glowing orb in the sky, Ugg finds that he is able to talk to the tiny man.

The tiny man tells him that he is a druid that accidentally shrunk himself while trying out some new spells. Ugg of course has no idea what a druid is, or a spell, but he smiles and nods. The druid goes on to explain that his spell also seems to have drawn him to this island and time period by accident. The druid asks Ugg to search the island for other strange things, and bring back something from each area he finds so that the druid can reverse the spell.


What Went right?:

In Mytholojig, I think the majority of the game went quite well. The level turned out amazingly better than I had imagined it would. The assets are unique and well suited for our game. And the areas, though slightly similar, represent the time period or mythology therein well.


What Went Wrong?:

I had an issue with overloading the engine. The level was looking incredibly awesome, but the engine couldn’t handle all the objects and started crashing. With LOD on the assets, I could have avoided that, but that is a good lesson to take away from this.

We didn’t have much programming done, and our AITalk wasn’t functioning. I don’t know where to begin with the programming problems.


What would I do Differently?:

Our team decided to split mostly everything so that we could all have some fun doing aspects other than our chosen track. I would have liked to have not done that. After I began getting into my game level, I became addicted with making it as fun as possible. If I wasn’t responsible for some assets as well, I could have worked with Constructor to create some LOD for our assets so I could implement much more.

No comments:

Post a Comment