This one might look a little different than usual since we actually had a little list of things that needed to be on here in a specific order, so that's exactly what I did.

First a little bit about what I learned when it comes to things like teamwork and/or myself. I did not learn a lot about teamwork, I already knew that it was mostly about communicating correctly to make sure everything goes smoothly. This did not happen during this project to the extent that I wanted it to and I will surely try to do better next time.

Gameplay Video:

https://www.youtube.com/watch?v=fxfAYp1gDi8&feature=youtu.be

Screenshot:

Main menu

The game itself was not really what I wanted it to be, since I really prefer working in 3d over 2d and the game is also not as big as I was hoping it would be. I always let the artists decide about whether we do 2- or 3d so I really shouldn't complain about that one, but the size of the game is not entirely my fault either. We just kinda stopped working after the first 4 days or so since we already were done with the base game and were afraid we wouldn't have any art to finish the game with. This made sense because for the first 4 days we had no art whatsoever, so we were really worried. Luckily in the end we had enough art for the base game although I would've loved to see some kind of power-ups, but oh well. I am not necessarily proud of anything in or about the game though, I could've done much better than this I feel like, but there was no reason to. As soon as I heard that the teachers wouldn't look at the code and that it wouldn't matter anyway really demotivated me and my co-developer and we didn't do some things that we wanted to do, like an online score save system that my co-developer wanted to do, but since that wouldn't have mattered, there was no reason to do something that complex and new for this project.

I think I did quite a bit when it comes to the final product, I made the custom object pool and the score system (besides the saving part). I also made the obstacle manager and the obstacles (not the art, but the code) and it was really fun to make and super customizable, customizing the speed, min- and max value of where it could spawn on the Y and more. I also made the controller input work for the menu's, by simply having a list of a custom script that had a Unity Event and a string, where the string was used to check the Unity Input Manager for any parts that shared the same name. I also made the background/floor/railings move by using a material on a quad, which was a lot easier to do than I thought at first.

All-in-All, the project was not something I am proud of, I wanted to do a lot better but sadly was limited to both the choice of 2d and by the artists trying new things (which made what they did a lot longer to create) and of course the demotivation gained from the knowledge that whatever we did doesn't matter in the slightest code-wise.