Lost Sanctity

A 2D game project I worked on in a team of 6. Where you explore a 2D semi-non-euclidian dungeon and fight monsters all the way to the boss.

What I Did

In the Lost Sanctity project, I assumed the primary role in programming, leading the implementation of various aspects. My contributions extended to creating and animating a lively slime, along with programming its behavior. I also crafted portions of the tower tile set, adding the finishing touches to the dungeon’s top part. Additionally, I initiated the development of our first weapons, including the sword, torch, and club. Taking charge of Git, I managed merges and conflicts effectively.

Although my main focus is programming, I sought to enhance my skills in pixel art. This diversity of roles allowed me to expand my skill set.

What Went Well

Our team swiftly aligned on the game’s theme and atmosphere, fostering a cohesive vision. Role assignments seemed apt, promoting effective communication through frequent meetings. The utilization of Aseprite and strategic task delegation further streamlined our workflow.

What Went Wrong

Attempting to introduce new features just a week before the deadline proved counterproductive, resulting in a buggy outcome. My AI system, initially functional, lacked adaptability to handle various enemy types. Coding extensively without ongoing testing close to the deadline was a critical error.

What I Have Learned

This project deepened my understanding of Unity’s animation system and honed my pixel art and animation skills. I recognized the complexity of random dungeon generation. Going forward, I aim to improve my communication, providing clearer explanations of my code and enhancing my team collaboration skills.

For the next project, I plan to prioritize early testing, implement a hard stop three weeks before the deadline, and focus on debugging, polishing, and relevant documentation in the project’s final phase. Discarding code after the prototype stage and emphasizing testing during this phase are crucial lessons.

In setting expectations, a strong emphasis on everyone staying updated on pipelines and documentation is vital. I am considering delegating programming tasks based on categories and their interactions within the game, factoring in individual skill levels.

Final Words

While Dungeon Delve faced challenges and ended up with unforeseen bugs, the experience has been valuable. Reflecting on the overscoping and fixation on our idealized vision, I view it as an opportunity for a do-over, armed with newfound insights and a commitment to refined project management.