Final Release and Postmortem.


Hello there,

This will be the final devlog for Duck Hunt, and I will now be shifting my time and resources to developing a SEQUEL!

Yes, I plan to give duck hunt a sequel, in which I will implement features and revamp many aspects of the game. Now, I wil take time to discuss this project, especially the good and the bad.

What went well:

  • I had a lot of support from my Games Bootcamp, who provided me with helpful scripts, such as the Character Controller. This script was responsible for shooting and movement mechanics, which would have been quite difficult if I tried to implement it myself.
  • Implementing core mechanics: Aside from the Character controller, I was able to largely implement the enemy launching functionality on my own, as well as improve upon it by making the chickens shoot out at random, which improved the games difficulty.
  • Implementing Audio was also straightforward. All the clips were controlled by the audiomanager script, which was done with the support from my Games Bootcamp.
  • Core gameplay. The core gameplay was implemented quite well. This is also the first 3D project I have been able to do independently.

What didn't go well:

  1. There were two bugs that I did not end up fixing, which also turned out to be the most annoying. Aside from those two bugs, I also did not end up fleshing out the Main Menu UI as it was quite simplistic. That bummed me out, but I decided that it would be better to just move forward with the sequel, and add all scrapped features from this game onto the next project.
  2. Furthermore, the codebase was quite sphagetti. First of all, there were so many scenes, scripts and assets that had nothing to do with Duck Hunt, and I was getting annoyed at how cluttered the project was becoming. Throughout development, I watched plenty of videos regarding code refactoring, structure, organisation and design patterns, which could help organise and structure my code a lot better. My plan is to reuse a lot of the code from Duck Hunt, but this time make it a lot more modular. For example, the Player script was also responsible for incrementing score and other UI elements, which could be easly handled in another script. (Game Manager)
  3. Time management. Of course, I tried to impose a deadline and stick it, but that could not happen due to the amount of bugs I kept running into. Debugging is a very tedious aspect of Game Development, so when it comes managing deadlines, a lot of time must be devoted to that!

Going forward:

  • I will improve my understanding of Design patterns, especially the Observer pattern (events and delegates) in order to develop more modular code, seperate logic and behaviour, reduce sphagetti as well as bugs/errors.
  • I will organise scripts properly in the project directory.
  • I will Improve my mathematical  knowledge (writing logic for transforms was quite tricky) I struggle to understanding Quaternions, transforms, vectors etc.
  • Add more UI for user control (settings, audio etc)
  • Organise the hierarcy and label gameObjects for more clarity

I have learnt so much from working on this project, and I will use this experience to improve my skills as a Game Developer.

Once again, thank you to whoever is reading this. The sequel to Duck Hunt is now in development!

Files

DuckHuntAlphav02.zip 46 MB
Mar 04, 2024

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