Postmortem
Feast Rush » Devlog
Success:
- Able to adapt the new collaboration tool - unity teams
- Able to use navmesh for the pathfinding of the game
- Reusing models over different scenes to avoid redundancy
- Refactored the code to provide better performance
- Different food items to add more variety to the game
Challenge:
- Lighting got darker after the project was built
- Player sometimes sinks into edge of the table
- Player would not walk around and instead only quivers at the same spot
- Tables shift when the player is in the dessert room
- Merging conflicts
What we learned:
- How to use navmesh in a project
- How to incorporate external models to our game
- How to work collaboratively using Unity teams
Future revisions:
- Give the enemies more abilities and potentially implement different enemies
- Add a chef for each counter to refill the food items
- Give the player more ability to defend themselves during the game
- Add on more rooms to make the game more interesting
- Potentially combine all the separate rooms into one so the game is similar to a real life experience
Work division:
Project setup - Sophie
Enemy implementation - James
Appetizer room - Sophie
Meat room - James
Dessert room - Cindy
Start Screen - Cindy
End Screen - Sophie
Documentation - Sophie
Get Feast Rush
Feast Rush
Gorge yourself off of food that may or may not be yours.
Status | Released |
Authors | NotherDuck, cindywantsacorgi, soapie.zh |
Genre | Adventure |
More posts
- Playtest and Development ProcessApr 08, 2022
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