Looking back at Cowboy Rex I feel I accomplished what I set out to do and them some.
As I worked I came to understand how to efficiently make portraits for sprite work in ways I hadn’t considered before in order of either creating a scene from scratch to making alternative versions depending on user choices.
Along the way I also learned managing a project in entirely new engines unfamiliar to me, and to be successful with it. Admittedly, I did have to restart a couple times when I was putting assets into the engine. At first I tried using tools unique to game maker studio 2, only to realize said tools were far more restrictive than using code I already knew how to do.
But that sheer determination to figure out how to accomplish what I needed was everything. I didn’t give up. When I had a problem that set me back significantly, I wasn’t afraid to go back and get the job done.
As far as where it can go, I understand now the importance of trying new things with the visual aspects. While I had panels that played like comic pages, I need to think of different sizes for my canvas to make what can be storytelling told in much more visually stimulating way. I could also see how having even brief animations in place on screens to make the panels feel more alive beyond what was seen in the final games.
If I had more time on my hands to go back through, I would absolutely have made each path a bit longer. Include more puzzles, some of which could have multiple parts so the time spent in each room can make the game feel more adventurous as a player went. I’d include checkpoints at certain spots should a player not want to start from the beginning if they’re far into the game and want to continue on the path they were going. These are just a couple ideas, however at the end of the day, I’m proud of what I accomplished and excited to see where I can go in a professional setting.