A fast paced platformer set in a dream world of imaginary friends and cartoonish monsters, InDream emphasizes non-aggressive gameplay, forcing the player to reimagine methods of navigation, conflict, and defense.
As the only programmer on the team, I focused on not just programming InDream's mechanics but also making those mechanics accessible to the level designers. This included player controls such as jump and double jump heights as well as the length, duration, and speed of the dodge ability.
It was also my responsibility to recognize the capabilities and restrictions the GuildEd engine had and inform the designers what features could or could not be implemented tech wise.
What I Worked On
What Went Well
- Overall scope of the game was managed well which led to needing little to no crunch time.
- Primary mechanics such as the dash and double jump were implemented early, allowing for immediate polish.
- Good cross discipline communication, very open to feedback from each other.
What Went Wrong
- Lack of understanding the limits of the engine led to refactoring entire levels later on.
- No defect tracking tool was used to keep track of bugs.
- Some of the early milestone expectations were unclear which led to some confusion about what tasks needed to be focused on.
What Was Learned
- Taking scope into account from the very start of development leads to far fewer headaches in the future.
- Establishing limitations of the engine is important early on to avoid refactoring later.
- Open communication helps keep everyone aware of where the team is where their goals lie.