P3 Reflection

The P3 systems game afforded players challenging, submission, discovery, and fantasy fun. The minigames afford challenge by consistently pushing players past their ability to complete the levels until they buy upgrades using money they earned playing the levels. Completing the levels in their entirety gave players enough money to purchase the next level and more upgrades to attempt to beat it. This represented the core ecosystem of package delivery business and expansion. The package delivery itself was to acquire contracts, sort packages, deliver packages, receive money, purchase upgrades, purchase more planets / additional levels. I learned a lot about programming in Unity and the development cycle of a digital game. I have never used Unity before, so it was an awesome experience working on my own minigame and seeing how more experienced members of the team pulled some of the components off. Moreover, seeing the sprite work and how the style of the game came together was really fun. I believe our sci-fi setting made our game eligible for fantasy fun. Moreover, I believe seeing how the different upgrades and planets impacted gameplay was enough to consider the fantasy fun component. I enjoyed watching others play because it looked like a real game. I enjoyed playing it myself because it looked so darn cool! I am interested in making more single projects on Unity and viewing other games published on twitch.io. I would love to explore adding other components to the game in the future like sound effects, music, animations that make the player want to play more (think Vampire Survivor). Overall, I enjoyed receiving player feedback and trying to figure out how to implement that through code in the Unity engine. The iterative design process was incredibly rewarding because our game went from looking very bad and unplayable to looking very nice and playable.

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