Programmer Postmorterm - Luke Samuelson
Hello, my name is Luke Samuelson, and I was the programmer for Electric Funeral.
With the original design of this game, I estimated a total of 21 hours of work to develop everything from procedural generation to animation warping with the stunt system I created. Overall I ended up sinking closer to 40 hours into the project due to animation warping requirements and several merge conflicts presented due to certain project branches falling behind. This led to large chunks of work loss which I had made up including layout design for a few of our places. I would like to sink more hours into the development of this project and improve both the art and layout dressing. Procedural generation was one of the quickest codes developed due to previous experience with a more complex planar procedural generation on a different project, while this used a singular scalar system.
The largest issue presented in this project was the lack of communication between members which led to merge conflicts setting progress back on several fronts. My largest issue with this project was using animation warping which required a rather rigid development process for my stunts. I learned from the system and developed functionality that child classes would adapt to fit their specific requirements for each stunt. I am the most proud of the stunt system which allowed for easy flow between the stunts and the running simulation.
Procedural Generation Code: https://blueprintue.com/blueprint/w6zjlfmu/
Animation Warping Function: https://blueprintue.com/blueprint/g1jxnd45/
Get Electric Funeral
Electric Funeral
Status | In development |
Authors | Yankeeplug56, Fado Loyahl, lasamuelson, Nivos |
Genre | Platformer |
Tags | Endless Runner |
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