We Learn From Our Mistakes


This was the final week of working on this project. I primarily try to fix the problem we had with saving from last week. Due to time constraints and lack of knowledge, I wasn't able to get to work so we ended up having to scrap at the end. The approach we had for it definitely wasn't the best. If we had more time or if we focussed more on this feature sooner then we could've had better solutions.

For instance, one solution would've been to have the player exist in a persistent level and then stream the dungeon level within that level. We could then place the player where we needed them once the dungeon was generated. This way we wouldn't have to worry about how or where we were saving the player's data because that instance of them would never be destroyed until the player ended the session.

Overall though, working on this project was a great learning experience. There were solutions to problems that I was proud of, like my dynamic combo system, there were messy solutions, like the damage system where I just needed it to work, and there were solutions that definitely can be improved if I had more time, like my ability system. I'm proud of what I was able to accomplish on this project and I look forward to improving on these systems in future projects as well as learning more in the process. One thing I didn't get to do on this project was write some cool materials/shaders and post-processing effects so maybe that's the next thing I'll look into learning.

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