Postmortem: Enemy Coding


I don't really know how many hours we had on the Project Board. To be honest we barely touched it this time, mostly ignoring it too. I don't remember how many hours I put into this project either, I don't think it's as many as it should have been, but I do think I did more work this time than the last project.  Unfortunately, I still lacked any initiative myself.


For this project, I mostly worked on the enemy blueprints. I worked on getting the enemies to follow the player, damage the player, be damaged by the player, and be destroyed by the player. I also worked on the Player character itself, making it be able to shoot bullets at the enemies to damage them, and made the player have health. Although the actual game lacks anything to indicate the player's health, which is probably something I should have implemented.


I also did some of the UI stuff. Though the only Widget i created was the Death Screen (screen that shows when the player dies saying You DIED), I was the one who edited the look of most of the other created widgets to make them look more "fun."

The most difficult part I suppose was trying to get the blueprints to work properly, as often times they would fail randomly and I had to find a solution for it, and finding that it was incredibly simple. There were also difficulties on getting the enemies to spawn into the world properly. Though I suppose the most difficult part, which affects me with every project, is my tendency to constantly procrastinate, and this affected everyone in our team, as this project started to become incredibly rushed to be in a "playable" state.

From this assignment, I learned that I really do need to stop procrastinating, but I don't know how..... I question if I'm fit to be game designer.

Oh and the moment I found most joy in this project was when I was finally able to Die in game.

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