Home: Shellfish

Published December 12, 2018
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Home: Shellfish

 

As part of our final project for Studio 2, we had to create a game based on one thing.

 

Home.

 

Home Project

This was the second Home Project I was coding for, my creative input in this project was less than Coming and Going.

Shellfish is about how it is okay to put your own well-being first, and as a result of that cut off any relationships that do more harm than good. Even if they happen to be family or your best friend.

 

What went right

1.   Art Design

I can take no credit for this, the designer for this project is incredibly talented (at least in my eyes) at creating unique backgrounds and characters. Very quickly all of these was designed and implemented into the project.

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2.   Work Mini Game

The designer wanted a monotonous work mini game, in which the player had to write out paper work on the computer to earn money. After elaborating on design documents and taking notes of what was needed, I was able to make a system which turned out to be pretty fun. I think part of the charm once again was the great accompanying visual aid.   

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3.   Pivot

In the last week the game took a design pivot, this didn’t alter any of the existing systems that were built but it did make more sense from a goal point of view. Previously a house was filled with items that you purchased, now you work to build a Rocket ship to take you away from your temporary home. Personally, I think this turned out much better, I really am invested in Goldie going to the moon

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4.   Audio

The audio in this project was well sourced and came together quickly, the designer also made a bunch of their own, including music and sound effects. It adds a certain character to the game, which I think is designer personality in game form, which is something to celebrate.


 

What went wrong

1.   Planning

As I mentioned previously, my involvement in this project was more of a when I’m needed basis. Which doesn’t mean I wasn’t available, it’s more like, information was trickled down to me over time about what was needed at that exact point.

This made planning for this project difficult for me, especially as the designer was also doing some coding bits and pieces in-between points of communication.

This wasn’t mine finest work from a coding standard point of view.

 

2.   Communication

Communication in work hours was fine, we would both actively seek each other if we wanted something or needed answers, which was great. However outside of class time, getting a hold of them was an issue which definitely slowed down progress.

 

What can I learn from this?

1.   Planning

While information was sometimes limited, I could have definitely planned out my systems better, especially when modifications were needed for other functionality. Creating solid systems could avoid things becoming hacky in the end.

 

2.   Communication

I’m not really sure what I can learn here, as I mentioned before in class it was fine, outside I made my best efforts to communicate and update the designer what I was doing but it felt like a one-way street. I guess I could have communicated this better in class and come to an agreement or understanding of why this was.

 

Conclusion

This project has had its up and downs, but I certainly think its in a great spot now, the game is a delight. I’m pretty disappointed in my coding standards on this project but I’m taking this as a learning experience and strive to do better. Look forward to working with them again.

 

Thanks for reading!

 

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Development stats

·        Developers: Jamison Bolling, Ben Walker

·        Link to Game: https://slemhosta.itch.io/shellfish

·        Length of development: 4 weeks

·        Development tools: Unity, visual studio, audacity, 3ds max,  

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