Ending Devlog!


Viva la Completa! Yes this doesn't mean anything I just made it up on the spot.

Everything good must come to an end, and this project as well must do so. It's the end, the finish, or no not really, but it's at the very least the ending of the classes where we started on this project.

Less then half a year has passed, and we came from nothing, a small idea, to a project that we are proud of.

Looking at things we learned for sure, the artists undertook the challenge of learning Unity and everything that included: from animations to prefabs, to meta files, to missing meta files, to coffee, to bugs, and finally to a working project.

First and foremost: the trailer:


From the programmers side of things: while having a little bit of experience in C# was a blessing, it was also this false sense of knowing our stuff that caused the most bugs. If not because we didn't think for a small second then it was for the lack of in depth knowledge on some of the patterns available to us through Unity.

If anything, the Unity scripting forums have been a real lifesaver, any and all problems you might have had, anything you didn't understand or wasn't sure how to tackle, there were always solutions.

Oh yeah, last reminder to never blindly copy paste stuff.


Our artists had experience with many different things, and all specialized in different things thanks to our respective minor-courses and we were glad that we had enough experience in the various fields to specialize further into what our project needed.  From RFX, and rigging, to modeling and shaders. Working together in a team using a file checkout program such as perforce was something brand new for us and it took us some time to get used to the system, but eventually even we got there thanks to the help of our programmers.

While it was certainly a roller-coaster for us, including all the days screaming at our computers because of how useless we felt in Unity, we are happy to say that we understand it a lot more now - there are even things that we'd miss in Unreal. Going further, we won't be as intimidated of Unity anymore, and it feels nice to be able to work in both engines!

This experience also taught us to not judge so much. It's easy to look at other games and judge them by thinking that you could've made a better prop, but when you're making an actual game in a small team there are a lot more things to think and take care of, and is rarely as linear as how it'd be if you were just making an environment on your own. It really is an eye-opening experience to actually make a game, when for the past 2 years we've just been in the bubble of our own specialties.

We are glad with the game's look at the end of our production and polish time, we ended up with a result that closely resembled our vision for the game that we established  when we were creating our art bible in the start of the project. We hope that while you enjoy our game, you can take a moment to appreciate all the love we have put into it!



Files

OhCrab.zip 116 MB
May 14, 2020

Get Oh Crab!

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