Challenges/Solutions:
Although very heavy on the bugs, the main bug I experienced with my limited knowledge in coding had to deal with how enemies were stunned. For instance, when an enemy is affected with 2 of the same certain stun state. The enemy would then quickly recover far faster than normal. With my new knowledge I now know how to easily fix this, as well as other bugs that were in this project.

Role/Software:
My role and main focus was the combat design. I really wanted to get the hang of making a free-flowing combat system that is similar to a fighting game. In this game in particular Unreal Engine 4 was used to create the entire project. The combat design for this game was initially rough drafted and then went through a series of iterations to make it what it is now.

Challenges/Solutions:
For this project’s combat there was simply too much depth into it and required its mastery far too early on in the game. It was very bloated and included the knowledge of specific combos, countering enemy attacks, air combat, swapping between weapons, meter management… etc. Not only was I not able to fulfill its early access promises I gave up after running into PC difficulties. Through this process I learned the need to simplify things or risk players quitting very early and learning important programming techniques that are explored in Harder.

Role/Software:
Grave-Queen is a reiteration on War Gene implementing multiple things I learned overtime. These being improvements to combat, enemy encounters, and level design. My main role that was focused on is its combat. This project in particular also included randomized loot when completing missions as an attempt to create some replay value.