Looking Back on This Project

<aside> 🛠 This project was useful for putting our knowledge of Godot to use on an immense time crunch. This project expended my knowledge of Godot, especially working with 3D environments. GitHub was used to collaborate on this project as well. It also gave me more experience with composing under pressure and balancing different aspects of game development.

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<aside> 💡 During the project, I thought about how this could apply to larger-scale projects which require more planning and long-term design. I was curious how quickly we could design an MVP of a project from scratch, and how to proceed from it. I wondered how blindsided we would get from scope creep, and what we would eventually need to cut for time.

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<aside> ⛔ The main roadblock I hit was communication and time-management. Having only 1 weekend to create the game requires the team to be very in-sync, and a lot of design meetings and check-ins were quite short and/or impromptu due to time.

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<aside> 🚧 The main struggle for the group was incorporating all of our parts cohesively under the given time constraints. For example, the text box we got working was quite basic, and was not able to be fully implemented in order to flesh out the story. Another example is that the waystone you use to finish the level was simplified, so walking close to it ended the level as opposed to interacting with it by pressing a button. This made it harder to add things like signs or items near it since a player could unintentionally miss those.

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