MOD J: Vertical Slice Programmer Evaluation
As Lead Programmer, I have contributed most of the code base and Unity engine implementation of imported assets. This has been without a doubt the most challenging programming task I have been assigned or taken up myself, and I was eager to take it up. So how well do I think I did in this role?
Looking back on the original design documentation for this project during it’s prototyping phase, I can safely say that not only is there not a single essential mechanic that was not implemented into the game, almost all of the non-essential mechanics eventually made their way in as well. I can say without any doubt that I feel I succeeded in my role as lead programmer.
This is especially true given the circumstances as well: Mod DD was expended a majority of the time on preparing the art assets, though they were able to contribute a bulk of the menu and ui functionality, and the small amounts of programming that Mod DPH contributed were either in the wrong location, inefficient or just broken, and had to be re-written by me after the task had been delegated in the first place. As a result of this, I was left with the responsibility of nearly all of the programming without the ability to delegate tasks and expect them to be completed.
The downside to this is that the heavy workload I was under on the programming side forced me to have to put my secondary role, Lead Audio, on the backshelf, and there is much more that I would have liked to have contributed on that end had the time been available.
There are also a number of things that as a team we would have liked to have implemented by the end of this module: One of the biggest ones being building the game for mobile platforms, where the genre finds it’s biggest market. Other planned features that never made it in included the ability to regain a chance should the player beat their previous distance, multiplayer connectivity through Play Games and the Game Center on Android and iOS, a greater number of artefacts implemented and further refinements to the chunk system.
Nevertheless, I believe that I have performed exceptionally given the circumstances in my role as Lead Programmer, and I have come away from this module and this experience with a far greater wealth of knowledge about both programming and the Unity game engine as a result. I am looking forward to a long break over the summer, followed by some development on my own projects and hopefully refining Jungle Tumble to the point where it can be pushed.












