About
Team: Klayton Cheuk, Calvin Leveille, Spencer Johnson, Jen Stienstra, Justin San Juan
Role: Game Designer & Programmer
Timeline: 5 days
Project Management
Within scope
RoboBunny Rumble was the first time that I had a big role in coding for a game. I had just recently started coding in Unity using C# so I knew that the main mechanic for the game had to be small and something that I believed to myself to be possible within the limited amount of time.
Keep it or lose it
Dropping ideas before they have time to hatch is way better than working on an idea that you were on the fence about and then realizing that the mechanic isn't going to work out because you would have already spent time and money on it.
Unity Asset
Using Happy Fun Times a Unity asset was the first time I’ve worked with an external asset. Looking into the API and documentation was a very interesting experience for me because I have grown used to Unity’s API and Documentation pages.
Afterwards
What I’ve Learnt
A simple mechanic can go a long way. This freed up time to focus on game polish.
A complex mechanic will only begin to bear fruit after resources and man power has been placed in it.