Trial By Inn Postmortem


This is the post-mortem originally created for the game. It was initially made as a video, but the script for that has been included below.

Title:

  • We are Kaligir’s Minions

Image:

  • And this is our game, Trial By Inn.

Walkthrough:

  • Our primary gameplay loop consists of the player selecting the first patron in the queue of customers to control and then directing them towards one of the available seats.
  • The player will then make a path to the desired target by clicking on and moving the tables, and obstacles blocking the path.
  • The goal of the player is to make a direct route from the customer to the target as the player’s score decreases with each movement of the patron.

Summary – Story:

  • In the world of Ethshar a new warlock has risen and has turned their power to destroy their competition … by making their inn the best in all of Ethshar. After obtaining the power of telekinesis this humble inn keeper has used it to bolster their business by revolutionizing the layout of their inn to fit even more customers by moving the inn's various tables to always be in the most optimal position. Will the innkeeper’s newfound power bring them into a new age of business or lead them into ruin?

Summary – Audience:

  • This game is designed as a single player experience.
  • The primary audience will be range from children to adults who are interested by the world of Ethshar.

Summary – Mechanics:

  • The primary mechanic for our game is the path creation from the patron to the target. Players will have to move the various pieces of furniture between the customer and their destination while keeping in mind how best to navigate future customers in an effort to make the shortest path possible so they can have the greatest score.

Summary – Win Condition:

  • The win condition of the game is to seat all of the incoming customers. The less moves the player uses the greater their end score will be.
  • The game can also end if the player’s score reaches zero by moving the patrons too much.

Game Strengths:

  • The game rewards creative approaches to the path creation by allowing players to routinely discover more effective routes to seat all of their customers in the least amount of moves possible.
  • Players can keep replaying levels until they find the most optimal root for their patron in an effort to achieve a high score.
  • Our game depicts a simplistic but very lively inn environment filled to the brim with themed objects and a plethora of animations for the customers.

Game Weaknesses:

  • Our game unfortunately only offers a limited number of levels.
  • Our game proudly puts forth our primary path creation mechanic but is limited in having few other mechanics and goals for the player to utilize while playing.
  • Once patrons have been sat, they are unable to be individually moved to new locations, thus limiting the creativity of the player. 

Team Self Critique:

  • Our team worked very effectively together as we were able to regularly have efficient discussions that changed the direction of the game for the better as well as, assigning priorities for the project
  • When given an assignment each team member was responsible in completing it to the best of their abilities and explaining their work to the team so it could be implemented into the game efficiently.
  • Our team struggled with setting deadlines as we were often caught confident in our abilities to produce but were caught off guard by the excessive time to complete the product.
  • At the beginning of the game we set very ambitious goals for our final product, but found ourselves unable to reach them resulting in many cuts to the game that decreased its overall quality.

Lessons Learned:

  • It is better to under scope the project and build enhancements on to it then to over scope and have to cut material.
  • Speak with teammates about all upcoming deadlines and take into consideration the amount of time they have available to commit to the project then reconfigure deadlines to be more accurate with what is feasible.
  • It is important to playtest throughout a games development even when the game is not in its final state to find issues early on and change the direction of the game to accommodate for these needed changes

Future Work:

  • If more time was available, we would put more effort into our individual levels design to add new challenges to the player through additional table and obstacle design and placement.
  • Add boosts to scoring if customers of the same type are sat next to each other.
  • Reimplement our original design of the player not controlling the movement of the patrons but rather they move on their own through path following once a path is cleared to their destination.

Files

Trial By Inn 19 MB
Apr 18, 2021

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