
Data Driven Game
In this portfolio piece, I worked on implementing two new mechanics into this data driven tile-based game named “Tournamental”. The first was created by my own design and the second needed to be recreated from a fellow colleague. I created a grappling hook mechanic, and I recreated Justin Mejia’s Directional Tiles with Boots mechanic. This game was built using no physics components.
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What Went Right:
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Adaptability – I struggled with this project for quite a while, to the point where I didn’t think I would be able to finish it. However, I was able to adapt to a difficult situation and came out on top. Instead of giving up, I went back to the computer and was able to solve the problem.
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Mechanic Implementation – I was able to implement the two mechanics required for this data driven tile-based game. Working on these mechanics helped me get a better understanding of scripting overall.
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Time Management – I was able to stay on schedule during the process of completing this tile-based game. I was able to complete the assigned tasks before the due date.
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Problem Solving – By completing this project, I have a better understanding of how to tackle scripting-based logic and problem solving. I now understand how to create a game without using physics and it is completely data driven.
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Complementing Mechanics – I feel the grappling mechanic that I created and the direction tiles that I recreated from Justin Mejia's Project fit well together. It provides the player with a rewarding experience while remaining simple to understand and complete.
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What Went Wrong:
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Communication - I felt like I was getting lost in the steps I needed to take to create these mechanics. I found it hard to communicate through direct messages. It was hard to follow their directions and ask the right questions. I always ended up needing that person to call me on discord and I know that won’t always be an option.
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Stress Management – I did notice that it was hard for me to remember previous skills taught in earlier classes. Without this knowledge, it created confusion and added more stress to the problem than needed. I felt that I did a poor job at maintaining my emotions when running into problems.
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Data Driven Design - I chose a mechanic that I thought would be easy to get references to and tutorials. (Every game has a grappling hook, right?) Then coming to find that we must create this mechanic without using line traces and collision. It really threw me for a loop. All my prior knowledge to this point has been all physics based.
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Grapple Hook Rope – When implementing the grappling hook, I struggled to add a rope to the grappling hook that fired from the player’s body. I ended up having to scrap the idea and only using the grappling hook static mesh for payer feedback.
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Interactable Grappling Hook – I originally wanted to make the grappling hook interactable by pressing an input to fire the grappling hook whenever the player wanted. Then the player can connect to any way wall those chose. This idea quickly became out of scope when trying to implement on top of someone else’s code with defined rules on the project.
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Conclusion: This was an eye-opening experience for me. It really tested my resolve for being a game designer. I need to focus on what I know and not on what I don’t know. With this knowledge, I will be able to grow as a game designer and adapt to whatever is throw at me in the future.