AI / escape - Postmortem


This project is created by Harris and Chan, a 2D dodging platformer game. We are particularly influenced by the game “I am the boshy”. It is also a dodging platformer game, famous E-sports player Faker uses it to practice his mechanics during his spare time. For our game, we created a cyberpunk environment, with a character that looks like a prisoner wearing pajamas escaping from robots and artificial intelligence. During class time, we came to an understanding of making two types of maps: a horizontal level and a verticle level. The horizontal level informs the complexity of the upcoming verticle level. (Horizontal -- Verticle; Horizontal -- Verticle...etc)

What went right:

Author: Chan

  • As I mentioned before, the two types of map actually really helpful. We could make two maps, both horizontal and vertical, in one mini theme because the horizontal map should inform vertical map so that we could save time and make more cohesive level designing. Moreover, the player could find out this pattern, they could guess and prepare for the hard level game play.
  • The color board was helpful for overall design process. When we design the demo version of our game, most of feedbacks was the overall design and color use were not cohesive so they could not know where it is or what it is. Even though, it was demo, we had to fix this because cohesiveness is the main point of this project. Thus, we made color board, sampled by many photos and concept art based on futuristic theme(cyberpunk and neon lights). Moreover, we matched this color board to the presentation so that we could create more unified version of our game.
  • During this project, the communication went well so we could save time and spend more time for design. We had same interest in game, League of Legends, so that we could know each other faster. Then, we could use our class time, after class time in Harris’ place, and even in no class day. In work, we always discuss everything before we spend our time to make examples. Thus, in here too, we could save time and improve our communication skills. Even further, we could develop perfectly unanimity decision for work which added unified idea to the project.
  • The last thing that went right on this project is accepting the feedbacks from every playtests and versions. It was very easy job to do, though we forgot to take photo, because our job was write and fix. Thanks to our communication, we did not spend much time on discussion so that it was easy to fix as much as possible. For example, we added new theme after the first playtest and review that the demo was lack of cohesive feeling and visual. Thus, the whole visuals went up and looked more cohesive. The most of playtesters were game design students so that their opinion and feedback really helpful because they could explain using same language. We thanked them a lot for astute feedbacks and did same thing for them.

What went wrong:

Author: Harris

  • I wish there is more time given to us for this project, the complexity of the game could be more interesting. There could be more obstacles other than just shooting out bitcoins and tracking your location data. Obstacles could also apply penalties on the player, like slowing down movement speed and reducing jump height.
  • The side friction of the brick had problems where the player would get stuck on the side. I fixed this after Saturday’s playtest by adding a platform effector 2D and adjusting the friction of both the character and the platforms based on the gameplay and aesthetics.
  • With this dodging game, I wish to implement a hide or lay down mechanic on the player. The character is able to jump 4 times, but it became really passive when it falls: it is not able to adjust its position in midair but to keep jumping until it reaches the maximum 4 times. I wish to add a mechanic to the player that so that it can adjust its position in midair to hide and dodge from any incoming obstacles.
  • The platform and level design could be more interesting. More obstacles and barriers could be introduced to the game. The platforms could have random positions within a reachable range at different frame instead of having a linear old fashion going up and down platform.

There are areas that can be improved, but considering this to be our first platformer game, we’re overall satisfied with the outcome. Due to the mismanagement in time, we failed to have a very complex platform and level design. Situations like this could be resolved if we schedule plans on the specific tasks. We received numerous feedbacks about our theme and gameplay, Chan and I then discussed and reconstructed the theme of our game. I went in and fixed all the possible bugs that might occur during gameplay. I like our game.

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