Throughout this project I learn many things not just about the works itself but also my own work and workflow:
- Getting to work with pixel art was a good lesson, although I had worked with it before it was in a 2D side-scrolling capacity, I had never used tile maps before but after working with them I feel very confident in working with them again.
- Getting to research into a fairly new procedural generation method in the wave function collapse and then implementing it into the project was amazing to see and really opened my eyes to the power of procedural content generation and the wave function collapse.
- I believe that our ambitions for our project were set too high, it seemed when we were given the assignment that 3 months to create it would have been plenty of time, but by time we got into the work flow nearly a month had passed. We were keeping in contact with one another and having weekly meetings but I think as a group we could have had better contact with one another (myself included) and discussed where we needed help or how we could have helped one another.
- Another realisation I came to was how complicated students make their projects, we wanted to implement so many things within are game but we underestimated how long we truly had and I think that one of the pitfalls of student projects are the insistent on combat within the projects. Looking at the sprites that Alex had to make, we had at least 6 sprite sheets for the player and enemies as well as him creating the environment assets for the project. I believe that we should have tried to make a type of puzzle game, this limits the amount of time is spent on programming and creating combat assets and allows to create a more polished experience as there would theoretically be more time for testing.