Final Project Review Document

Main Questions

Game concept: How and why did your game concept change from initial concept to what you implemented?

We actually stayed pretty true to our initial concept. For the most part, we stuck with and managed to implement our proposed game. However, there were several features that we chose not to implement or didn’t end up implementing for some reason: inventory, equipment, upgrades, and a combat system. These were ideas that deal more with player progression, and are more closely tied to the “dungeon crawler” aspect of our game.

Design: How does your final project design compare to the initial design, and what are the reasons for the differences, if any?

The original concept art tended more towards a fantasy, grungy, dungeon-y, kind of look, whereas now we scrapped equipables (swords, armor) and went for a lighter, quirky, dream theme. The changes were really because we were unsure of the entire game’s theme and were tossing around ideas for a particular aesthetic. When looking at the concepts for characters, the animal/object type characters were more unique and fun to look at, so we decided to go with that. We wanted players to be attached to iconic characters and fight with friends who gets to be who.

The choice to include the mascot character was an excuse to have the tutorial dialogue introduced by someone. We decided to tie it in with an inside joke that started at the beginning of the quarter, and so “Sandma” was born. In the end, it actually worked out nicely with the entire theme and we decided to make Sandma Sharon have deep meaning behind her concept and inception.

Schedule: How does your final schedule compare with your projected schedule, and what are the reasons for the differences, if any? (You should be able to glean this from your status reports.)

We ended up getting off schedule (delayed) pretty early in the quarter — perhaps from setting too high expectations, or from a slow start in development. We had initially reserved the last two weeks for alpha and beta testing, but we ended up using this time for development on many of our core features. However, once we decided on our team structure halfway through the quarter, we were able to get back on schedule to some extent.

General Questions

What software methodology and group mechanics decisions worked out well, and which ones did not? Why?

Which aspects of the implementation were more difficult than you expected, and which were easier? Why?

Which aspects of the project are you particularly proud of? Why?

What was the most difficult software problem you faced, and how did you overcome it (if you did)?

If you used an implementation language other than C++, describe the environments, libraries, and tools you used to support development in that language. What issues did you run into when developing in that language? Would you recommend groups use the language in the future? If so, how would you recommend groups best proceed to make it as straightforward as possible to use the language? And what should groups avoid?

How many lines of code did you write for your project? (Do not include code you did not write, such as library source.) Use any convenient mechanism for counting, but state how you counted.

find . ! -name 'catch.h' ! -name '*.pb.*' -name '*.*' | xargs wc -l

In developing the media content for your project, you relied upon a number of tools ranging from the DirectX/OpenGL libraries to modeling software. And you likely did some troubleshooting to make it all work. So that students next year can benefit from what you learned, please detail your tool chain for modeling, exporting, and loading meshes, textures, and animations. Be specific about the tools and versions, any non-obvious steps you had to take to make it work (e.g., exporting from the tool in a specific manner), and any features or operations you specifically had to avoid — in other words, imagine that you were tutoring someone on how to use the toolchain you used to make it all work. Also, for the tools you did use, what is your opinion of them? Would you use them again, or look elsewhere?

Would you have rather started with a game engine or would you still prefer to work from scratch?

For those who used a networking library (e.g., RakNet or Boost), a physics library (e.g., Bullet), or a GUI library, would you use it again if you were starting over knowing what you know now? Describe any lessons you learned using it (problems that you had to troubleshoot and how you addressed them) for future groups who may use it. If you did not use a library, judging from the experiences of the groups that did, would you have used it in retrospect?

What lessons about group dynamics did you learn about working in such a large group over an extended period of time on a challenging project?

Looking back over the past 10 weeks, how would you do things differently, and what would you do again in the same situation?

Which courses at UCSD do you think best prepared you for CSE 125?

What were the most valuable things that you learned in the class?

Please post four final screenshots of your game on your group pages for posterity. I will display them on the group web page.

screenshot screenshot screenshot screenshot

Course Feedback

What books did you find helpful that were not on the recommended list but should be? What books were on the recommended list but were not useful and should be removed?

I will be teaching this course next Spring. What advice/tips/suggestions would you give students who will take the course next year?

How can the course be improved for next year?

Any other comments or feedback?