Devtober- Postmortem


It's been a very rocky few weeks, but I'm done with Devtober! There's a lot of new content in my game, and that's because I've never missed a day of development. However, that's kind of not a great thing either. There were moments where I spent many hours working on my game, sometimes working until 1 in the morning. I also didn't utilize my time well. I would get distracted by my phone and I had other things to do, like homework. It would've been better for productivity and my goals if I focused more on my game.

Speaking of goals, somethings that I learned about my goals is that I create unreasonable goals and I jump around between goals. There were many things that I wanted to make, but I couldn't because of how little time I had. Minigames, area 3's levels, a boss fight, new mechanics, and a level editor were some goals that I didn't do. I also didn't stay committed to some of my goals. One day I'tm making some levels, and then the next day I'm working on music. While jumping between goals is completely okay, jumping around in the middle of a goal can be bad. There was also an issue of priority in my goals. Many things that I worked on didn't end up in the game at the end, and I worked on some unnecessary goals while leaving important ones in the dust. I also waste a lot of time fixing certain issues like Intellisense(in Visual Studio Code) problems and some rendering issues.

There were also some positive notes other than those issues. I learned how to make editor functions in Unity(for level selector stuff), and how to have classes derive from other classes(for gravity core classes.) I've also improved my Shader Graph skills and music creation skills.

In the future, I should take deadlines into account when making or adding new content, properly prioritize goals, and spend more time actually working on my game. 


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