Dev Log #4 Post-Production - Brady Anderson


Woo I love post-production. In terms of post-production work that I did, mainly my tasks were to polish up some of the assets by developing and creating a lot of environment and object assets to fill up our world. Then doing some balancing final tweaks to make sure that everything flows together nicely. 

In terms of final assets I created a bunch of rocks and crystal assets to fill up our cave environment. I just made some general rock assets and made a few variations so that the environment didn't look like it was repeating itself. I also tried to implement the ability for our level designer to combine the environmental assets together to create new variance. I worked on creating the final asset for the gene pod. The idea behind the gene pod was having two chambers, where you would put the aliens in and a computer to identify what it would eventually transition into. 

 

What I noted during post-production is that we needed more things for players to spend their money on as a lot of the time players are just saving up in order to hit those quotas. So I went ahead and brainstormed a few ideas and came up with the notion that players would have to remove a wall in order to access a new type of alien. This way it already utilized our existing scripts and code and nothing new besides the wall acid had to be created for this function. This was the mindset our team had when it came to post-production. We wouldn't want to build anything new, we just wanted to use what we had to create more gameplay. 

The final thing art wise that I did was create a win screen. I whipped this up fairly fast and I wanted to give the notion of a demoralizing ending. As you see a kind of more dilapidated cave with a lot of the Sprog aliens that you've harmed along the way to create your profits. 

Once everything was implemented into the game I did one final balance pass. I played through the game a few times and noted down when players would get certain amounts of money. To see if they could remove things like the wall and buy enough incubator pods to support themselves to hit those later quotas. Most of it was a lot of number tweaks. I did tone down the numbers a little bit to make it easier to experience the full gameplay.

Overall I really enjoyed working on this project. I think our team Barracuda the III is filled with a bunch of wonderful members. It was really cool to see in this final week everyone's hard work coming together to create the game we all envisioned.

Comments

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Hey Brady,

I see you were brave enough to be able to make new number changes during the last final days before the due date. When I do things like these, they tend to go wrong sometimes but I'm surprised it went well for you, especially since this was a big project.

Sometimes it's a big risk to readjust somethings last minute. I've had some things not work out well in the end, like for example, for my Auto-Shipping Solutions game, when the player would finish the level, if they desire to play again, they would still keep their score from the last time they played the level.

That's just something to keep in mind when working on future projects, we don't want to run into any issues last minute and be up until 4am still working on it or not sleeping at all as it can really affect our sleep schedules.

But other than that, you and your team did a great job at completing this big project.