Unfortunately due to crunch time, there has been a lack of
blogs lately and exams are coming up to so this will probably the last one
until they are done.
Poster for Ultimate Gladiator Coliseum 80 AD
My group Scorching South Studio’s game was just recently
completed and show at UOIT’s gamecon where students of all years showcase their
games to the audience. Our game Ultimate Gladiator Coliseum was showcased along
with the other second years and we got overall very positive feedback at the
event. A lot of people had fun with it and we didn’t hear any complaints about
the game so that’s definitely a plus for our group. There were some technical
issues at the beginning that caused stress, but overall the experience was
quite fun.
Now that gamecon is over and our game has been submitted, we
were also required to do a post-mortem of our game to see what wrong and right.
Since this is a graphics blog, I am going to look at one specific problem we
had, and that was late implementation of shaders. Our group was so preoccupied
with other tasks over the semester that implementing shaders was pushed back
until late. We should have known we would run into errors along the way and should have anticipated it would be easier
said than done to put shaders in our game, even though we knew how to do it in
other programs.
Here is how our game looked like without shaders (and older models)
This caused a lot of stress on several days and in the end,
we got most of the shaders we wanted but not all of them. Had we not pushed it
back so far, we probably would have gotten every single shader we would have
wanted for the game. There were just tiny errors that we had to overcome to get
them in, but alas the time constraints near the end didn’t let them in. That
means graphically, in our opinion the game was still lacking because of those
missing shaders we wanted. Nevertheless we got a lot in still, just not every
single one we wanted.
Here is what the final game looked like with shaders
It was definitely a good learning experience, because it
shows us never to underestimate how much time we need. Our group needs to make
sure not to underestimate how long it can take to finish up a task, especially
as one as complicated as shaders. We tried putting it in while thinking of the
best case scenario, when we should have went in thinking with the worst case
scenario. If we had done that we would have gotten the rest of the shaders that we wanted and overall be able to polish our game much more.
I don’t have much time to really write this post so I am
going to end this one short for now. Maybe later I will talk more about how
more aspects of the game went in specifics but for now I want to get to studying
or at least relaxing my tired brain. This may be the final post for the
semester but hopefully this will continue into the summer!
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