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Druid - 2020

Puzzle - Story Game

Druid is a beautiful journey where the player solves puzzles as they discover their story.

In Druid the player explores all these different environments each depicted by its respective season. With each season comes a new ability the player can use and another companion to accompany them on their journey. Take a journey through these beautiful environments and solve the puzzles to reach the top of the mountain.

Self Analysis

Overview

Druid was a 6 week project as well as the first team project I ever did and taught me a lot of valuable lessons.
These being: working in a group and getting along with them; planning and divvying up the work accordingly so that everyone knows what they are doing and isn't under or over worked; to scope accordingly and code something within the allotted time; as well as how to use some of Unity's many functions.

Team work analysis

Since this was my first group project, I found that there were a lot of lessons for me to learn here.
Our group was excited about the game but failed to properly plan for what exactly we wanted in the game. This caused a lot of issues further along the project and taught me the importance of planning. As Benjamin Franklin said “If You Fail to Plan, You Are Planning to Fail”, I learnt the importance of that all too well.
The other part I learnt was how to function with the other disciplines like artist and designer as well as other people in general. This allowed me to learn the difficulties they would have in completing their parts and how I could help them, or get help from them, to work together rather than separately on the same project.
This was an invaluable experience to have and helped me with other team projects in future.

Code analysis

I worked on the boat section in the game as well as the ice spell. I also worked on some of the puzzle elements in the winter zone. I found that I got stuck on an issue with physics and decided to try and continue my idea even though starting again would have been the better idea.
My code didn't work well with Unity physics and therefore caused issues with what I wanted to achieve. This allowed me to realise that sometimes a functional simplistic component is much better than a non-functioning complex component, escpecially when you are limited on time.
I am also very glad that I can look back at this project and know where I went wrong and how I could have made it better. I view this as a sign that I am becoming better as a programmer and I feel that I couldn't have done it without this step.

Screenshots

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