Markayla Ligons- Game Designer


I am Markayla Ligons the game designer for this project. I worked on making the platform portion of the level.  On the Kanban board I was trying to do at least  nine hours and thirty minutes based off everything I needed to do. However technical difficulties got in the way multiple times. So, I had to start over each time.  Originally I was going to make one of levels  because we planned on having three levels. However, due to technical issues and me getting sick the plans changed drastically.  The team decided to just make a single level. We decided that me, Evelyn, and Kylar would each do a section of the factory level.  So, before we had to change the plans I made a draft version of the level. It took me at least four hours to make it. The second time it took four hours because that was when we still wanted to make three levels however, before I could do more to the level didn't save.  The third time took two hours due to me recovering from a illness.  I started at school and tried to finish later only for me to return home and have it deleted again.  The final time it took a least eight hours or more since one I to figure out how to downsized it, two I had to redesigned it, three I had to add rooms, planks, and ramp to ensure I didn't make the level unplayable,  and finally had to do a lot of resizing  and play testing with the platforms.  So, if I was to count all the failed attempts and the successful attempt to make my portion of the level it would be about eighteen hours to make my portion of the level.

When it comes to what I wanted to happen in my portion of the level there was a lot of thoughts that came into my mind. Since the story is about escaping the factory I wanted the player to feel hopeful and determine to escape since my portion was the last part of the game.  So, the layout for my portion has the player jumping onto different platforms to reach the end. It is a bit of a maze but with more then one way to escape cause there is a way that leads to dead end. The end of the level can only be reach by jumping onto the crates at the end of the level so having precise jumps are a must. It is suppose to challenge the player with tricky jumps and force them to pay attention to their environment to  achieve their freedom. Also there is a secret hiding in the room for the player to find.

The most difficult part was trying to understand github and dealing with a sickness on top of everything else. I feel like it fought us so much. To me most of the problems came from not realizing how github works. If I knew that deleting the branch saved the data then the original wouldn't have been lost. On top of that I feel like I left so much on my team plate when I got sick. It doesn't help that I allowed stress to get the better of me at one point and cost us another level. Yet, the sickness and stress was my personal issue I had to learn to deal with during the project. 

Yet, I am proud of the work we did as a team. Even with everything going wrong throughout the project the end result looks so good. I learned a lot about relaying on others when you down. I am thankful that Evelyn did help with the level when I got real sick. It also taught me to stop allowing stress to make the decisions. Cause I admit I think I caused more damage when I am stress out. I think if i wasn't so scared of not dong my part and took breaks when I needed them then I don't think I would have gotten sick. So, next time I will try to relay to others when I need help. I will also force myself to take breaks without feeling bad about doing so. 

Files

FactoryBashFeb.zip 960 MB
46 days ago

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