With the game finally being released and everything polished to an acceptable standard its time for me to ramble about how this project has shaped me as a developer over the last six months, if youd rather just play the game you can find it here – https://spritersblock.itch.io/blink-blade
Where to start… this last 6 months I have learnt so much about myself and where I want to be in the industry, originally I enjoyed programming and still do but I think my true passion may lay in design after this project, planning out levels on a whiteboard, coming up with new mechanics, enemies and experiences for players was extremely fun and challenging and something I now wish to pursue as a career. Over the last 6 months I’ve had the pleasure of working with a group of amazing peers to create something we can all be extremely proud of, I’ve learnt to trust my designs and have confidence in my ability to create things like levels and mechanics and also took on level design, something I did not want to try again after failing spectacularly in a previous project.
A big lesson I learnt during this is that its OK to scrap an idea that’s not working for the team and start fresh, I can’t imagine what would’ve happened had we stayed on our initial RPG project but I doubt we would have anything close to what we produced in Blink Blade. Scoping is something I am starting to get a bit more confidence in now as I am starting to understand my own work capacity and when things start stagnating for me creatively. I’ve found that taking some time to work on another level or design really helps me find my creative flow again.
This project has been awesome to work on and its a set of lessons and experiences that I will no doubt find invaluable in my career moving forward.