It was quite stressful and a bit nerve wrecking, but we made it! Lucha Megadrive will continue production onto second semester. I’m so immensely proud of my team and the work we’ve done. This post might stray away from technical stuff for a while, but I feel like I could use some reflection on our team flow and how the presentation went.
So… fighting games. They’re hard to make. Well, that applies to most games, but fighting games are truly a brutal beast to tackle. Through this experience I found out it requires a delicate dance between design, tech, and art. You could say the same about most video games, but I feel like with a fighting game, if communication isn’t at 100% – you’re dead in the water. It’s probably why Champlain faculty say not to do it! We even had one faculty member say “It’s your funeral”. That’s not to say it wasn’t all doom and gloom, many faculty were extremely supportive and our team received very valuable wisdom and insight from them, but it was a pretty lofty goal we had set for ourselves.
Making a good game wasn’t just it however, we needed to market our product too. We need to take a complex product like a fighting game, and find a quick and efficient way to clearly explain our mechanics, our goal, and why we should move forward with them.
Capstone consists of a presentation night and a demo night. On presentation night is where you pitch your game and a show a trailer to faculty and your fellow peers. Demo night is where faculty actually play your game and judge it from there. Since we’re making a complex fighting game, nailing our presentation was key so that faculty would know what they’re playing the next day. It was a tricky balance between explaining the concept of Lucha Libre, how it applies to our game, and why it makes our game special. So what better way to explain Lucha Libre than having an actual Lucha Libre fight?
I got punched in the face for this game.
That’s right, we rehearsed and perform a live Lucha Libre skit to show how cool Lucha is, and then use that as a bridge into our unique Lucha-themed mechanics. I’ll most likely be updating my portfolio page with the presentation soon – but it was real, and people absolutely loved it! People were cheering and getting invested like a real wrestling match. It was perfect way to showcase what exactly makes our game special and why we were so inspired to make it. All the rehearsals were definitely worth it.
From a technical standpoint there’s a lot I want to revisit. Three months isn’t a lot of time, yet things still have to get done. Code wise that means sometimes some gross things have to slip through. I wanna use this break between semesters to clean up, optimize, and thoroughly comment my code base so we have a solid base to expand from starting second semester. We’re also going to be expanding our team very soon, so I really want to communicate with the new members and adjust our current pipelines as needed so we can continue to be efficient. There’s gonna be a lot of changes coming up, and I want to be ready for them.
I’ll be making a more detailed post-mortem post soon about how this semester went, but I’m damn proud of my team and the work we did.There’s a lot to work on and expand on, but despite that people are loving and having a lot of fun with the game. Personally, it’s so satisfying to see people having fun and getting invested – it’s why I’m dedicating my life to this profession.