Carno Run
  • Gameplay and features
    • Overview
    • Core Gameplay
  • Pre-production
    • Inspiration and Concept
    • Greyboxing
  • production
    • Asset Creation
      • Player Character
      • Environment
    • Animation
    • Technical Design
      • Camera Set-up
      • Player Controls
      • Animation
      • Collision with Obstacles
      • Level Spawning
    • Game Mechanics
      • Score System
      • Difficulty Scaling
    • Level Design
    • Sound
  • post-production
    • Reflection
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  1. post-production

Reflection

As all my past personal projects, creating this game was an enriching experience. Creating clones of or iterating on certain existing games is definitely a good way to practice game development.

I thoroughly enjoyed modelling the environment and the Carno, it was a fun way to bring the game to life and use assets that I can call my own.

Beyond what the current game has, if I were to work on the game further, I think I could add some additional features to make the game more dyamic and introduce an added level of challenge.

  • Day-night cycle

  • Different biomes (and transition from one to another)

  • More types of challenges (moving obstacles, flying obstacles)

  • Incentives to make "perfect" jumps

  • Upgrade systems, etc.

  • Different dinos

PreviousSound

Last updated 2 years ago