A downloadable game

The team:

Saud Almutawa: Programmer

Gavin Benvenuto: Programmer

Emily Christian: Sprite Artist 

Felix Enriquez: Sprite Artist

Kristy Begay: Background Artist 

Overview:

Get Real is a 2D casual survival shoot ‘em up. After entering a drug-induced state our protagonist finds themselves in unfamiliar territory. They know the rooms they reside in to be in their house, but something seems off. The goal of the player is to try to survive the onslaught of their hallucinations as they fight through infinite levels. Will you be able to survive, or succumb to the hysteria?

Controls:

Movement - WASD/Moves in direction of mouse

Shoot: LMB

Switch weapon: 1/2/3/4

Post Mortem

What went right:

When we started, we had a lot of different ideas for what we wanted this game to be. When making the Pitch document, we put a LOT of ideas in. We figured that it would not be that hard to develop a game with Gamemaker. Truth be told, in the beginning we were getting a lot of work done, the team was working well together, etc.

What went wrong:

During development, focus for most of the team began to shift focus into other classes, taking it away from developing our game. As the days passed, the programmers began to realize that there simply wasn’t going to be enough time to complete what we had set up in the pitch document.

What changes were made:

In order to have a functioning game by December 4th, we had to cut back on a lot of the ideas we wanted to originally implement. Instead of having a flushed out weapon system where you could purchase, equip, and upgrade your weapons, we had to reduce it to the player having permanent weapons they could switch between. Instead of having multiple damage types, we had to reduce it to one.

What we learned:

In the future we learned that if we want to be ambitious for individual projects, that's perfectly fine, even though our ideas may not become fully realized. However, when making a game for a game design class, it might be best to reel back some of the features, if it means turning in a fully developed game by the time it needs to be turned in.

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