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Reece Tarrant

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A member registered Nov 25, 2019 · View creator page →

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What went well?

Diving back into Unreal was a very fun experience for me. I had not spent much time developing in Unreal Engine recently, so it was good to jump back in and relearn the basics in a fun way.

One of the most valuable things I learned during this project was how to use GameInstances and GameInstanceSubsystems effectively. Before this project, I had mainly focused on gameplay code that existed within a single level. Learning how Unreal provides persistent systems that survive level changes helped me better understand how larger projects are structured. I particularly enjoyed using these systems to manage UI, game states, and level transitions, as it made the game's architecture cleaner and easier to maintain. It was rewarding to see how central these classes are to creating a seamless player experience across the entire game.

What could have been done better?

I rushed right in with minimal planning, determined to really make a start on functionality. However, this led to several ad-hoc architectural decisions that had to be revised as the project progressed. An example was when creating objects involving player collision. In hindsight, I could have created a parent class for the Endpoint, Obstacle, Collectable, and FallBoundary classes as they ultimately do fire off differing events when overlapping with the player.

Additionally, the approach I took was one that didn't really leave a lot of room for thinking about the UX side of things. This was something that was impressed upon me by a teacher I had reconnected with from my days of studying Computing at college, where he suggested what I like to call "the UI first approach": Which was good to adopt and it helped make things easier from a dev standpoint. But it was an approach I picked up only a few days into the game jam, whereas I would have benefitted more structurally if I adopted this approach right from the start.

Because I focused heavily on implementation, I spent very little time considering the player's experience. Questions such as "How should players navigate the game?", "What information is important to them during gameplay?", and "Why would they want to keep playing?" were largely unanswered during development. While this was acceptable for a prototype, it exposed several weaknesses in my overall approach to game design.

What lessons am I taking from this?

Devtober was truly a rewarding experience. It was fun to develop a game over the course of a month and learn about what worked vs what didn't. And if I were to take any lessons away from this experience, it would be as follows.

1. Consider UX/UI: Code, UI, and features are all important, but they are only parts of the whole. The players are what bring a game to life. When I start my next project and I know what kind of game I want to make, I will be thinking heavily about how I expect/want the players to be able to navigate this game, and how best to really capitalise on that to make my next project one that a player can pick up and play very easily.

2. Take a more abstract view about coding: I still love coding and developing these awesome gameplay mechanics. But, in my next big project, I will be starting by taking a step back from the code and planning out what approach I want to take (i.e. what design patterns, what OOP approach I want to take for objects that all execute different functionality from the same source like with the collidable objects, etc). This will serve to bolster my architectural understanding of the game and further make it more robust.

Unreal 5 Dev here. Brutal feedback encouraged (the same fire that melts glass strengthens steel, after all :D)!

/jam/dcjam2025/rate/3484784

Just a heads-up when downloading the game: If you get stuck in the last room, you'll need to restart the game completely (Windows key, then close the window to exit the game). That said, the jump can be made with a little bit of practice (and a bit more size to your character).

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Hello everyone!

Thanks for providing very valuable feedback for my game. It has been very useful in not just telling me what I could improve for my game, but it has also given me some good news in the form of telling me what I have done well, which is very encouraging and helpful in it's own respect.

I am going to dedicate this weekend to getting all the feedback together and using it to put together a roadmap of proposed updates to this game. Due to Ludum Dare coming up next weekend, I won't be able to put any of the updates into action in the next few days.

Thanks again for the amazing feedback! :)

- Reece

Thanks for the feedback. I have been getting good feedback for the story and the weapon changes (I have pinged a link to this game to some of my friends). I have had some feedback about the cooldown too, so I will definitely be adding this to the list.

As for the movement not feeling totally well, would you be able to elaborate so that I can add that to the list too? :)

Hey everyone: Bit of bad news with the game: I am currently trying to work on fixing a few issues where the player doesn't move with the ship when piloting it. Meaning that after moving the ship and exiting it, the player is just in mid-air and just, well, falls.

There might be a slight delay. Really sorry guys.

- Reece Tarrant

Hello players, fellow developers and all interested individuals.

This is my project for the My First Game Jam: Summer 2020 game jam. As mentioned in my page, it's a simple First Person space sim.

I hope to have this game completed by July 26th 2020 before they start voting each submission.

This is what I hope to achieve with my game:

- First-Person player perspective outside of flying in space (achieved)

- Spaceship controls and gameplay perfected (Mostly: Just need to implement landing and combat)

- Planetary exploration (will have one moon that can be explored by the player by July 26th. I hope to add more to this afterwards).

- First-Person shooter combat (No promises on completion before July 26th)

- Resource acquisition and usage (Definitely impossible before July 26th: This MAY change, but I cannot promise anything).

If anyone has any further inqueries, feel free to comment on this topic or contact me via Twitter (@ReeceTarrant1).

Thanks!

- Reece Tarrant

Already about to amend that. Sorry it's taken me this long, a lot of stuff has popped up on my end, making me really busy. I am unable to fix the issue of the .zip folder being empty due to the fact that voting is on-going. Would you know who I have to speak to?

Just amended the game page so that it's free. Thanks for pointing that out, and sorry if my initial charging of the game made things somewhat inconvenient :)