Evelyn Perry - Postmortem


I'm Evelyn one of the developers for Memoria.

Since there were only two of us, Kyra and I both worked on programming, design, etc.  However, I spent most of my time on coding and level design. Coding isn't really my strong suit, so it took a large chunk of time trying to figure out how to get code to work and collaborating as a team to fix bugs. As a team of two, we definitely had our work cut out for us. I had about 25 hours on our Kanban board, but I definitely spend around 40 hours on Memoria figuring out code, fixing bugs, or redoing lost work. 


Contributions:

Coding:

I coded a dialogue system that served as a way to tell our story through NPCs and objects. I also implemented objectives to help guide the player on what to do. Kyra designed the puzzles, and I coded them (coffee, purse, and ring puzzles). During this I had to figure out how blueprints can influence each other to trigger certain events. For example, after interacting with an NPC it can cause a new objective or dialogue options to appear. I also dabbled in post process for Angie's dizzy spells, created a main menu, and added/changed code wherever needed at the time. 

Design:

During our planning week, I created a layout sketch of what our level could be like. Kyra and I both had a hand in deciding what rooms were going to be featured in our demo. Afterwards, I blocked out the hospital's waiting room, cafeteria, hallways, bathrooms, and consultation rooms that Kyra would later make pretty with assets and audio. Along with that I also created the widgets for the dialogue and NPCs. 

Art:

This was mostly handled by Kyra who did a fantastic job! I did manage to find some models for NPCs that I implemented into the game.  I also created the art for the main menu.

Narrative: 

Kyra was the lead for writing the story, but I gave a few ideas here and there. 


Difficulties:

Since there were only two of us after losing a third member, that meant we had more on our plates. As such, everything took more time since we each had more work to do. With that said, never did I feel behind while working with Kyra. We made sure to work hard and keep up with our deadline, and it's with our communication that we were able to get the demo done. Overall, I had a blast working on Memoria with Kyra!

However, I had many issues with Unreal and my computer crashing. This caused me to have to redo some code a few times, and the last day of the project I couldn't even save changes I had made in Unreal. Fortunately, they were minor changes in which Kyra helped me out a lot by looking at screen shots I sent so she could replicate my code and save it. As such, I am so grateful to have Kyra on my team. 

Of course, there was also the occasional GitHub problem with merge conflicts or how I set up rules on pull requests. In the end we were able to fix them fairly early, and I now know for the future how to set up rules within GitHub.


What I learned:

I can definitely say I learned a lot about coding through this project and understand it more now. At first, I had to reference some tutorials since I'm not a strong coder, but after the first week I found myself not needing to and figuring out code myself. I also learned a lot from Kyra in terms of the way she approached code especially when troubleshooting errors she ran into. I can confidently say that for the next project I wouldn't be opposed to coding some more. 


What I'm proud of:

I am so proud of what Kyra, and I were able to accomplish with just us two. We were able to communicate effectively with each other, and I don't think this project would be the same if it weren't for her contributions and support. I am also proud that despite us not being the best coders we powered through and made a beautiful demo.


Some Blueprints:

Dizzy Spells

Receptionist NPC Base

Receptionist Dialogue

Dialogue Function

Coffee Objective

Doctor Spawn Manager

Models:

From Mixamo (Louise, Kate, Elizabeth, Chad, Roth Models)

Tutorials Referenced:

Dialogue

Objectives

Get Memoria

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