About five months have passed since we began developing Raised By You, and now it has finally been released!
You can find Raised By You here.
Unfortunately, as the deadline for this project was getting closer, and our team’s members getting progressively more exhausted, we had very little choice but to release the game in its current state. A bit unfinished, but still playable.
- What went well?
When we started to brainstorm for an idea, it took us a while to think of something unique, but eventually we got to a virtual reality monster training game (we planned to create a VR tower defence game with player controllable towers/guns, but it got rejected by our school’s teachers).
As this was my first time creating semi-complex rigging for the monster’s two variations (child and adult), I think I managed to do a good job with it! It was really fun to create the character models and see them come to life.
Although we had a tight deadline and not that much time to work on the project (three days per week), we managed to avoid crunch time as much as possible! You don’t want to risk your health for a silly videogame, remember that.
- What didn’t go so well?
Even when we came up with a somewhat solid idea, everyone in our team had very different ideas how to approach and develop the game. We ended up making a lot of compromises to make the project appeal to everyone, and I personally think it affected the game’s final outcome negatively.
As the project was more of a learning experience for everyone rather than us trying to create a viable, marketable product, some of us stuck to roles we weren’t entirely comfortable with. This gave us a lot of experience in things we didn’t know much about before (for me, it was character modelling), but at the expense of visual quality. I’m a little disappointed that we gave the task of creating animations to the person who had zero knowledge about animating anything, and I would’ve gladly taken the task myself, but I was busy creating the models themselves. Such is life sometimes.
We also suffered greatly from a lack of structure and standards. I was using Blender and the other artists were using 3DS Max. Naming schemes were basically non-existent. The scene we had made in Unity was becoming bloated and unorganized. This made some of our team’s members upset, especially the coders.
And, well… We never figured out how to fix the child’s head turning a bit too much sideways.
- What could have been done better?
Planning! Naming schemes! Standards! Organizing things into nice, well understandable groups! A lot of fairly basic stuff could’ve been done better, by everyone of us in the team.
As for myself, I don’t really know how I could’ve fixed the situation alone. On a side note about standardization, I like using Blender a lot (and probably won’t move from it for a while), and others like using 3DS Max, and it seems that artists really don’t like to change from the tools they’re used to.
- What’s in for the future?
For Raised By You, I think we’re just going to leave it as it is currently. It was a fun project, but it had its own share of problems. We learned a lot, but there’s still so much more ahead.
I’d like to thank our team for the time we’ve spent together, and may all of us find luck in the future!