Development Reflections
During the development process of my game, one of the main development setbacks was the learning curve to use the Unity engine. Many hours were spent learning from YouTube videos about how to use the program as well as using Unity’s own instructional videos and example game kits that came with instructions on how to set up their games. It came to a point where the ideas that I wanted to convey were a lot more difficult than initially planned. Originally the idea was to be able to learn from some videos on how to code a character to be able to do a few other things other than just a plain shooting game, but this turned out to be very difficult and problems with just the code not working properly. In the end, it came down to having to look for assets that already had the functions that I was looking forward to incorporating into my game and being able to take these assets and put them together into a cohesive game trailer. What started off with using very basic free assets didn't give me the vision that I had originally intended. With the help of better assets found in the unity asset store, I was able to develop a cleaner-looking game closer to what I wanted to achieve. Even with these better assets, however, there was still a steep learning curve on how to use what was in these packages. If I had more time, I would have liked to learn how to create three separate classes with their own unique mechanics and to create worlds using the building blocks that you could find in the assets. For now, the game uses assets that were in the files to help create the worlds that were shown. The very basic characters models that came along with the assets were also used in place of fully developed models, apart from the sci-fi warrior, which after many failed attempts was not able to gain the mechanics of the shooting and melee assets. More time would be required to figure out how to use my own character models for the game mechanics and to create characters that could damage enemies as some of the enemies that I used from the example 3D game kit did not interact well with other assets. The videos shown in the clips are some of the process work and development stages that my digital prototype went through, showing some of the assets that were used and not used for the finished game trailer.