top of page
Banner_edited.jpg

STEAMPUNK GOLIATH

Steam-powered war machines infused with magical essence roam the world, and two bounty hunters, Sondra and Wolf, seek them out with the task of decommissioning these giant monsters. The objective of the game is to take down various unique bosses and stand against the threat that plagues this world of dark fantasy. Do you have what it takes to conquer the Steampunk Goliath? 

GENRE:

3D - Thirdperson - Action - Shooter

ROLE:

A.I Programmer

DEVELOPMENT TIME:

7 months

TEAM SIZE:

23

 

INVOLVEMENT:

As the team's A.I Developer, I was responsible for programming (in C#) every bosses' Navigation, Attacks, Interactions, and Implementation, as well as offering a bit of assistance with the development of the Player Character.

POSTMORTEM

What went right?

  • Boss Design:

    • Ultimately we developed boss systems with unique distinctions between each other.

  • Visual Design:

    • Even though there are missing animations, the visuals were consistently praised by invited playtesters. 

  • Met our Minimum Goals:

    • We managed to get every planned boss implemented into the game, with a complete win/lose conditions.

What went wrong?

  • We were WAY too ambitious

    • Features had to be cut in order to meet deadlines.

  • Designer Blinders / Feature Creep

    • Designer Blinders was a term we came up with during development, "We were so proud of what we were making that we forgot about the player."

    • We later became aware of it and put a hard ban on new stuff, with focus put on getting our main goals completed first.

  • Spaghetti Code

    • There were too many scripts requiring references from each other.

    • Unfortunately it took too much development time to fix entirely but later scripts adopted the use of code conventions as well as contingencies for certain cases (such as null references).

What was learned?

  • Project Scope

    • When we brainstorm ideas for a game, we gauge if certain tasks can be completed within a timeframe and consider contingencies in case an issue arise.

  • We didn't need that many steps for Gameplay

    • After seeing the playtesters get confused while fighting a boss, I learned that the most amount of steps needed to complete a gameplay task should be no more than 3.

  • C# Code Convention

    • Taken from the official Microsoft website, Naming, Layout, and Comment conventions were implemented.

Proudly created with Wix.com

bottom of page