fredag 3 juni 2011

Summary Of The Big Game Course


Okey this will be my last post on this blog. GGC and the big game course has now come to an end, and what do I think about the hole project?

Well at GGC our game didn't meet up with the expectations and we tried to fix something that could be played. At the end of day 2 at GGC we kind of had something with network, but it was very buggy. Though the game was buggy, we got lots of feedback that the concept was good and if we could fix all the bugs this could be a really fun game. So i hope that they didn't lie to us about the concept, because if the concept has potential to be great then investing more time on the project is a certain fact for me.

My opinion why it didnt go as planned with the programming was that we had to little experience with XNA/C# and that we thought that we could do anything. So network in the game, HLSL programming, Physicengine that was very complexed, the level editor etc.. all this I now think was way out of our hands. We tried to do to much insteed of keep it simple. Looking back did we really need network? could it insteed been an single player experince, should we have taken an all ready existing engine insteed of making our own. Well the questions are many but little anwsers do I have.
Yeah its risky to do your own engine but experience(as I have/will mention a couple of time) is very valuable if you look further ahead. I know that this only benefits the programmers but at GGC we had our little solution for that, the graphics content was put in an graphics-folder that people could open and look around in. Its more difficult for the designers to show their work, so doing an own engine also have its down sites. So I'm not saying that you must do your own engine or you shouldn't do your own engine I'm just saying that it is an option.    

Try to see the positive side of this for my own is that I learned much about XNA and C#, also learned HLSL programming that I will be doing much more of in the future. Also see how simple Serialize and Deserialize are in XNA  is heaven if you compare it with..yeah lets go for C++. I also learned new idéas of how to structer your own engine and use XNA/C# to implement so called ”components”  wich can come in handy in future projects. Another thing is that I got more experienced working in a group and see how important communication is between the different people in the group. I also think that insteed of doing a well written report doing a buggy game is alot more well spending time, because of the experince you get from it, okey we faild now we know what we shouldnt do. As simple as that. 

In the end working on Slingshot with the group has been fun and educational, over the summer I will have do diced what the next step will be, stay with slingshot and try to fix the game, our mabey start with something new. It will have to be diceded later. For now all I now is that though it didnt go as planned I have had so much fun with the team and I hope all the best to everyone.

Thanks for reading.
Christoffer Forslund.  

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