Sploot is made unique by the dialogue interactions with NPCs, creating life within the world of the game. NPCs are alive, move around, and can be interacted with, which adds an immersive experience. Additionally, enemies drop collectibles upon defeat, giving players the chance to recover their health or get one step closer to completing a quest. The quest system guides players through objectives, giving meaning to the actions the player is being asked to do and providing a sense of adventure.
I am proud of the work I produced and the consistency of my work ethic, especially after a previous project where I had to make the difficult decision to terminate it earlier than planned. Despite challenges, I maintained a steady rate of work, which reassured me that I have the confidence to tackle future projects, even if they don’t go to plan. One significant improvement in this project, compared to previous ones, was the inclusion of proper planning from the start. Earlier projects suffered from a lack of structure, often leaving players wandering aimlessly without clear direction or music, which made the experience boring quickly.
I managed to work well within the project’s scope, completing all the essential features before experimenting with new mechanics. This allowed me to expand on the game with a quest system, collectibles, and interactive NPC dialogue.
Illness at the time limited the amount of work I could complete, which slowed progress at certain points. Working solo on this project highlighted the benefits of having teammates. Collaborating with others could have provided valuable second opinions and allowed me to improve certain aspects of the game.
In the future, I would look to work in a team, ultimately strengthening the result. I also want to use a roadmap when working on solo projects to ensure I maintain a clear direction and don’t spend too much time on one part of the project.