Transmutation: Post-Mortem

26 Aug

Transmutation Is Available For Download!

Programmers: Pritish Choudhary & Jordon Dodds

What Went Right:

Learning New Tools:

I got to learn quite a number of tools that allow me to make cooler things!

Adobe Illustrator, Gimp:

I learnt how to use some basic tools in gimp and adobe illustrator that allow me to make simple images and simple modifications to images. This is a big step because now I no longer need to rely on Google image to be able to form my UI elements.

3ds Max:

I learnt some basic tools of 3ds Max that allowed me to make my own Radioactive Goop Puddle, Picnic Table, Big Radioactive Goop Blob and Tiny Radioactive Goop Blob. I got to learn how to actually make things!


Picnic Tables

Image Effects:

I learnt how to utilize some of the assets available in Unity’s Image effects to create some interesting effects that allowed me to better portray and provide feedback that the player was radiated.

Camera Scripts



I learnt how to make Gifs!


In combination with the post effects and the levels lighting, I was able to simulate a pretty cool representation of a canteen 5 levels underground that is filled with radioactive mutants and goop puddles. The lights shut off and sirens alarm when something goes wrong.


  • I was able to put my scripting skills to the test to create a completely code simulated attack Slerp.
  • Created an elevator on a timer that has doors that open, lights turn on, close when an a Button is pressed and fades to a black screen to start the game over menu.
  • Set timers for lights to completely dim and create a desired darkly lit atmosphere with a random flashing light every 3-7 seconds.

Flickering Light.gif

  • I created the entire UI system that flashes when the players take damage, changes the highlight image to show which character is selected.
  • Main Menus, Game over Menus, Pause Menu, Made them operable via controller and learnt how to use event systems within buttons to play sounds, activate or deactivate highlight images.
  • I designed the Camera switching system (But Jordon assisted with the switching in the case of a dead player).
  • I scripted 60+% of the sounds.

What Went Wrong:


Like I mentioned in the Pre-Brass Razoo Rush our TDD was our downfall. We made stuff up as we went rather than implementing a solid system. Coming from Scripting 1, 2 & production that require us to focus on other things, studio presented us with our first knowledge of a TDD. It was hard to break the habit of just focus on making the thing than learn how to make a well designed thing. We have no Player AI. If more than one mutant surrounds a player they rotate to a point where they don’t deal damage to a player if they are standing still. The camera doesn’t rotate back to its original position if the player has moved it from its starting point and is no longer adjusting it and it clips and some of the objects it should be ignoring like weapons and mutants aren’t being ignored.

To prevent this from happening next time – Actionable Instructions:

Design and prepare each component before implementing it. ESPECIALLY if requires other systems to operate.


The project is over, and the audio is still partly a mess. Pots make a sound when mutants are touched by them, even if the player isn’t attacking. The playable characters don’t announce they’re almost dead or have started being buffed.

But most importantly – We let down the audio students. They went to the effort to create these amazing sounds for us and we weren’t able to reciprocate their efforts by using all of their material as intended.

The reason this happened 100% falls back onto us not figuring out how or when we were going to implement sounds not FMOD itself . It could have been solved by figuring this out in our TDD. We knew the assets we wanted but not how we were going to implement them. How we are going to implement them is so much more important that which sounds we need.

To prevent this from happening next time – Actionable Instructions:

Design and prepare each component before implementing it. ESPECIALLY if requires other systems to operate.

My newly learnt importance of a TDD will directly apply to future projects. This is a big part of taking a professional approach.

Until next time –



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Posted by on August 26, 2016 in Uncategorized


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