Final blog post: DONE!

This week concludes the assignment, and I am happy to announce that on Monday I found the final bug preventing guards from moving properly. We have a working game! This week consisted of adding a total of 19 (10 new) levels to the program, adding a second level select screen for 9 of the 10, implementing an Easter-egg twist for the 10th, and implementing a credits screen and reset-able progress-remembering by loading to a file. It's been packed, but everything is working just fine.

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FINAL REFLECTION

- How successful the game was
The game is a fully-functioning puzzling game, with totally functioning duplication, buttons and gates, guards, and automatic progress tracking and level navigation screens. It has a help screen, progress-reset options, and the graphics are all working great. Overall I'm very happy with how the game turned out, and am pleasantly surprised that it went so well.

We had several play-testers, as outlined in the final post, and they all thoroughly enjoyed the challenge it provides... and it is a significant challenge! The solutions are all included below each level just in case you can't solve some.

- How well your group worked as a team
At first we didn't work particularly well, as you know! We split the work fairly evenly - I did the logic side of things (a lot harder but probably less), he did images and menus (easier, but a lot more).

There were a lot of lessons where we didn't get much done, and I found it hard to work on logic which couldn't be tested due to the graphics not being ready for a while; however, overall we worked together quite well, and everything is working in time! And despite their non-productive appearances, those discussions did help us to narrow the focus of what we wanted the game to be like down to a product we're both happy with.

- A discussion of your role within the group and how well you believe you performed in this role
I was the logician, as mentioned above - I handled everything in terms of data structures, data flow within the game, and designed/implemented all the mechanics. I also did the bulk of the documentation for the program and designed 17 of the 19 levels, which balanced things a bit more in terms of workload.

I am happy with my performance - I would like to improve the efficiency of the code more, but it all works very well. I am particularly happy with the way the game works because to an outsider it is very easy to insert a level using the default scaffold and visualiser. If we had long enough it would be very easy to implement a level editor because of this! But I am satisfied with my role, and am happy with what I achieved.

- What you would do differently in future group tasks
I like that we split the work by area - logic, levels and documenting for one, graphics and menu screens for the other. However, this isn't feasible in larger projects, so it may be more helpful in the future to plan more carefully how work is split up and to subdivide specifically before beginning.

The game works well, and as any puzzler, does what it's meant to do - provides a challenge. It can be hard to work with duplication for those playing the game, but working with more than one character at once encourages deep thought into the implications of what you do in the game. One of my favourite examples of this is level 14, one of the harder levels. The main problem one has to solve is getting the top two characters onto the buttons at the same time - if the player investigates it enough, it's impossible to get onto them by moving up or down, the movement has to be left or right. If one thinks further, this means that the characters have to get into a position where they are at a difference of two rows - and this is only possible if one of them is in the lower niche, while the other is at the top. And the only way to get a character into the bottom niche is to move them down, without the top one moving - meaning they have to be in the top right corner. By pure intuition I found that players learned a lot, and found it challenging - and that's what puzzlers are about.


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