Looking Back On Final Project

Reflection

Looking back on Daneste, it was a success. It launched publicly on Lexaloffle BBS.  The Pico-8 program worked really well; simple to follow and easy to learn. Everything was good, from the start, midway, to the end of the journey, the creative barriers and new ideas popping in my head, it was a experience that even procrastinators cannot avoid. The only  thing that should have done better on is the setup and practicing of the presentation.  Besides the presentation, the whole fair was a success.

Earlier Expectations

The event did not go as expected. I expected the Grade 10 projects to be swarmed with people. Instead the Grade 9 students really outshined the Grade 10’s (aesthetically wise). I also did not so much people to enjoy and swarm my game as much as they did despite a rushed presentation. From the get-go, friends of mine from all grades, students I’m familiar with, and students I was not familiar all came curiously to ask questions, see the process and play the game. Some people (especially gamers) immediately understood the game I took inspiration which was called Celeste. It definitely exceeded my expectations, the fair, the organization, and even the positive reviews.

Different Expectations

There are no future plans for this project as I am wishing a farewell to the STEAM program. I am not going to rejoin next year. If I had to expand on my project though, I probably would have expanded the visual and artistic aspect of it and add some more depth to it. Or make an entire different version of the game.

The Process

Originally using the Celeste Editor website and using Pico-8 Education Edition, it really limited my boundaries in terms of creative design. Before the actual Pico-8 program was bought, I was dragging levels that I designed from the Celeste Editor to Pico-8 Education Edition to test out the waters. The program was available for fifteen dollars so it was bought. Really easy to learn and it’s exactly like it’s Education Edition but with less limitations and more features. Designing pixel art and designing levels was a much more creative and enjoyable experience.

The Presentation

The presentation was the weaker component of the Project for me because the effort was small compared to the actual Project. A organized posterboard explaining the game and it’s process of making should have been done. Instead, on the day of the STEAM Fair, I quickly printed out instructions for the game in haste.