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The Winter's Tale - Game released! + trailer, poster, playthrough, and reflection

After months of hard work on The Winter's Tale, we have succeeded! The game is now available to download here on itch.io for Windows, macOS, and Linux operating systems.

Also as part of the launch of the game, here is the game's trailer which Zach created, the game's poster made by Janet, and a playthrough of the finished v1.0 build recorded by me.

[Trailer created by Zach Fields]

Poster created by Janet Lu

[Poster created by Janet Lu]

[Playthough of v1.0 recorded by me]

Watch in 720p or 1080p to view in 60fps.

 

Reflection

The entire development process was a big challenge for us, whether it was concept art, writing, modeling, rigging, animating, coding, playtesting, and much more. Bringing in all these assets and coding up a functional 3D game that can be challenging, fun, and atmospheric is that me and and the brilliant group partners who worked on it can be very proud of. the process has taught me a lot. Such skills I have learned from this are using the Unity editor, mastering C# coding, knowing the dos-and-don'ts of making a game, and much more. My role as the game programmer was among the most important of game development, because without code, there would be no game.

Before (v0.01) and now (v1.0).

After completing Cax as my solo 2D platformer project with GameMaker: Studio, stepping in from 2D GameMaker to 3D Unity was both easy and difficult (for the most part) to adapt to, depending on the part of the programs. Not only did I have to understand a brand new way of coding (C# in Unity form compared to GameMaker Language (GML)), but also rethink the way I develop games in three-dimensional environment complete with 3D models, textures, materials, lighting, and tree vectors (X, Y, and Z), along with long periods of trial-and-error experimenting. Through a lot of video tutorials, I was able to wrap my head about Unity to turn this project into the game you play today.

Developing The Winter's Tale would not have been possible without the talents of my group partners: Li-Ting Chan for her narrative writing and storyboarding for the cutscenes, Zach Fields for his game designing, sound-gathering, and modeling of the props, collectibles, and bear, and Janet Lu for her concept art, modeling, and animation work (additional thanks to Matthew Gatland for additional help). As a collaborative team, we communicated effectively to exchange our ideas and work which progressed the game to it's completed form, and I could not be more happier to thank them all for their bold contributions in making the game.

So to cap this all off, go ahead and try out the game, and provide some feedback if you wish.

 
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