Contributions
Title
Sole Programmer (total interdisciplinary team of 4)
Roles
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Collaborated with designers to advise the game’s technical direction
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Set up Mecanim animators for the hero Boom-Boom and enemy Gol-Gols
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Created and maintained sprint documentation related to the code assets
Time
98.625 hours over 7 weeks (from Prototype’s start to RTM’s end)
The Adventures of Boom-Boom mixes precision with an aim-and-tilt system made for Android tablets. While enemy robot Gol-Gols whittle away their cover, players must accurately steer Boom-Boom's steam-guided bombs to destroy all obstacles in the way of a young boy's steampunk story of retribution.
POSTMORTEM
What went well?
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I challenged myself with coding mechanics unique to mobile, a platform I disliked until now.
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I did not allow the programming tasks to succumb to feature creep, yet also negotiated more feasible alternative solutions for new ideas like camera bomb tracking.
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I relied on my level designers’ abilities to script where necessary, delegating code assets to let me devote more time on harder programming problems.
What went wrong?
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Lost time explaining my systems to the designers, because we coded scripts independently.
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In trying to make sure everything completed on time, I mistakenly micromanaged the team.
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While using a whiteboard in another room to learn on, my team felt I was out of their reach.
What have I learned?
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The usefulness of delegating programming tasks to level designers.
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I learned how to implement Unity’s new workflows for animation controllers..
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I learned the intricacies of working with tilting on devices with accelerometers.