The game development process is done and we’ve finished the game. The end result was according to plans. As we progressed with development quite a flaws in the design. Our group had some communication problems and we never seemed to be able to be flexible enough to do important changes to the design.
The development process went quite well and we had no trouble reaching our deadlines in time. Many team members wanted to stick the concept document which I found quite boring, since is made it hard to iterate and make changes to the game during development.
The basic concept of Umibozu relies quite heavily on the art style. The game is about a Japanese folktale of a mysterious sea creature. We wanted to have an art style with mostly black and white assets and a paper feel to it. We wanted the player to get the feeling that the art resembles reading a book.
The artwork turned out pretty well. For the next project I hope that the programmers will work more closely with the artists to make things smoother and avoid misunderstandings, but the overall results turned out quite well.
We had a sound designer in our team so do out musics and sound effects. He did an amazing job and the sound in the game turned out great!
The programming during development did not pose any bigger problems. The 2D space-shooter style game is not especially hard to program and the only problems we encountered was with volumetric lights and making the fog look good.
Fog in a 2D game is not that easy to get looking right. Also from a game design perspective I don’t think fog really adds to the experience of a game like this.
Since this was our first project in Unity game engine I’ve learned a lot about using the engine and scripting in Unity. I’ve also learned that in order to make a game that is fun to play, an iterative development process is needed. The hard part is to be flexible enough to scrap things that don’t work and be ready to try new things.
// Emile Sohier