Making the difficult decision of what to cut -- Owen Meyers

    Near the end of every project, the question of what to finish and what to cut becomes more and more important. There is simply not enough time to finish everything that was in the original creative vision without extending the timelines. Other times, an idea may actually make the game worse if it were included, and must be cut. Near the end of Project [REDACTED]'s development, there were several features and concepts that had to be cut, despite the difficulty in doing so.

    The first feature to go was animation blending. As the one who would be doing development on that feature, I simply didn't have enough time to build it. Blending between animation states certainly would've helped with the smooth feel of the game, but not having it didn't detract from the gameplay, only the visuals. The time invested in building animation blending would've been far better spent on fixing the bugs and issues with current systems, rather than building and testing a new system. It is for this reason that it ended up being rather easy to cut.

    Another feature to be cut, this one near the end of development, was a room variant known internally as "tiny room." This room was incredibly cramped and hard to maneuver in. Within it were 2 enemy spawners with a high chance of spawning either an assault enemy or a shotgunner. The player would enter the room and be greeted by a large amount of gunfire to the face that was near unavoidable. This was cut during balancing, as it ended up being a dice roll to see if it was time for the player to restart or not. The unfairness of this was deemed too imbalanced, and it was cut.

The tiny room variant in the level editor. Notice the incredibly cramped design with 2 enemy spawners right where the player has to walk.


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