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Evaluation

As stated in my proposal, my personal goal for my final major project was to make a game that was vastly different from my previous two projects, Blue Wall and Ijiraq, as a demonstration of how far my skills had developed in Construct 2. I can say, without a shadow of a doubt, that I have succeeded at doing this with flying colours. Despite the fact I was working with a genre that was completely different than my previous two projects, the lessons and techniques that I had learned from those projects assisted greatly in the development of my game. The challenges that I faced in the development of my final major project also helped me hone what I had already learned even further. The Chopper, for example, combines variable-dependent behaviours (learned in Blue Wall, further refined in Ijiraq) with the use of random generation to allow the Chopper to change its method of attack. 

I also wanted to develop a complete game, insofar as the game was replete with mechanics and the conventional hooks, such as risk and reward, that make games fulfilling and fun to play. Though I can't speak to whether it is objectively fun or not, I believe that I have succeeded in my goal. Unlike Ijiraq, which involved mindlessly roaming from room to room, my game not only has a win condition to strive for with the destruction of the Hangars, but has a score system to give the player a personal incentive to play the game.

The biggest difficulty that I faced when developing my final major project was keeping to schedule, but even then, I believe that I was leaps and bounds better at keeping to my schedule than I was when developing Ijiraq. Elements of the schedule were subject to change, but thanks to efficient task and time delegation, I was able to work through my schedule in a time-efficient and orderly manner in spite of this. I did fall behind schedule from April 4th onwards due to complications with my mental health, but I believe that has little to do with my ability to keep to schedule. Still, it highlights an extremely important topic when it comes to game design.

The process of developing my final major project proved to be extremely stressful at times. The scale of work I had to accomplish trumped anything I had done before, and it's disconcerting to put in so much work knowing that there is so much more ahead of you. It took an immense amount of patience and effort to see the project through to its completion, and, working at it as relentlessly as I was, this resulted in burnout.

 

There were also aspects of gameplay that had to be excluded due to a lack of feasibility, the Interceptor and the missile system, but I was able to work around this. The only other problem that I have with my development was the lack of consideration for level design during the pre-production and planning stages of my final major project, which left me floundering when it came to creating the level, resulting in lacklustre design.  

All in all, I am extremely happy with the result of my final major project, and I believe that I have accomplished everything that I have set out to achieve.

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