Deadeye Gold: Production Postmortem


Hello everyone, and welcome to the final production blog for Deadeye Desperado. By the time you read this, the final build of Deadeye Desperado should be out, or will be shortly. This post will go over what we've done in the sprint, as well as a postmortem of what we've done. So for one last time, this is Austin Moore, and here is Deadeye Desperado.

Programming

Our programmers got a lot of work done this sprint, ensuring that the last little bits we were working on got in successfully. In addition to completing the last 2 bullet types we believed could get in, the shock and corrosive bullets. These are the basis of the last two levels that were being worked on, as unfortunately we ran out of time to complete the void bullet's necessary components. But we are still happy with what we got for it.

Additionally, we have added the option to have different aiming reticules to help show what color should be used on which object or body part. With this, our game now has a way to be played even by people who are color blind. It is an option to use, and can have the reticules opacity adjusted in case someone finds it gets in the way.


We have also finished and implemented a system that allows the player to upgrade themselves with resources collected in each level. This will help give the player a sense of growth as they become stronger through each level in addition to the bullets they collect.

And lastly, we got the final enemy type, the balloon in. This enemy will serve as the final obstacle the player will encounter in some levels, and is designed to be even more dangerous.

Level Design

For our level designers, we worked on finishing up the last couple levels we have been working on, those being the puzzle and combat areas for the corrosive and shock bullets.


Beginning with the corrosive areas, the gimmick in these levels are walls that can only be destroyed through the use of the corrosive shot. And in both levels, they are used to help isolate certain areas for combat and to hide parts that are coming up next.


Meanwhile, the shock levels use the bullet to power up moving platforms that are used to navigate the area, and provide an additional challenge when it comes to platforming. This helps create new and interesting puzzles and combat encounters for the player.

3D Modeling

Our 3D modelers worked on two types of assets this sprint, those being assets required for the puzzles and the new enemy.



Beginning with the platforms, the gear and rectangle platforms are the moving platforms that will be seen and used in the shock level. The white bits you can see here mark emissives, and will turn on like lights once powered with the shock bullet.


Next, we have the gates that are used in the corrosive levels. These bars were designed to look really rusty and worn down, so that way when the player sees them they will think to use their new corrosive bullet. And when you do so, it will destroy them.


And lastly, we got the model for the balloon enemy done. These enemies will float above you, and shoot periodically while teleporting around. The rings are separate objects and can fall off when destroyed.

2D Art

Our 2D artists worked on completing three major tasks this sprint. The poster, a new loading screen and an updated credits.


We felt like this design captured the feel of the game rather well, and are all happy with it. 


Next, we got a similar loading screen done. Considering the loading screen happens between portals typically, we wanted it to look like something that may happen between them. So it would be like a little bit of cave exploration just off screen during the load times.

And lastly, we got a new credits done. That image cannot be put up on here unfortunately, so to see it you will have to play through the game yourselves.


Postmortem - What Went Right

Overall, this semester of work has gone really well. But there are some specific parts that we felt were of particular note. First was the decision to split the role of producer and team lead. In previous semesters of CAGD 495, these two roles were essentially the same. But now, with the roles split it allowed each person to focus on their own tasks more. And through that, it has led to more efficient task management for everyone else. And as a bonus, it allowed both to do a bit more work in other areas, such as the team lead being able to do some programming and I was able to do some level design when needed.

Next, we put our game through a whole bunch of performance improvements and updates. Now each level has baked lighting to reduce the strain on computers. The VFX was also made less intense to help further this, and now the game runs really smoothly compared to before.

And lastly, our team was able to adapt to the covid situation rather quickly. Even with the lockdown, we were able to keep up on task completion and got most of the important parts completed. Plus no one got sick, so that was a plus.

Postmortem - What Went Right

As for what went wrong, the covid situation did greatly slow down our progress. This ultimately led to cutting some planned features, as well as an entire bullet and its corresponding areas.

In addition, not having an animator led to multiple problems. Without someone dedicated to the role, we were unable to create new animations while maintaining a good schedule for each team member, as well as some problems with rigging while we tried to hook up some new assets. And so, some brand new assets that were created were unable to be utilized.

Finally, we were unable to get as much outside of class playtesting as what would be ideal. Especially once the covid situation started, this led to some issues we had to fix, such as issues with the flow and feel of the game. It also allowed some bugs to persist for far too long, and made tracking them down even harder.

Postmortem - What Did We Learn?

In addition to the above which were all important, the most important lesson we learned was to expect the unexpected. In addition to Covid, we had to learn to adapt to not having an animator, to strange issues and quirks we've encountered and even more.


Conclusion

We're at the end of this now. Thank you for taking the time to read about the journey of Deadeye Desperado's gold development, and we hope that you enjoy the game. Overall, I feel like we all did a good job and got a lot of work done even with the current circumstances. If you enjoyed the game and the story of its creation, feel free to share it with more people. Otherwise, feel free to check out the other games made in this class, and keep an eye on it in the future for more games by upcoming game developers.

Files

Deadeye Desperado v2.0.0
External
May 07, 2020

Get Deadeye Desperado

Leave a comment

Log in with itch.io to leave a comment.