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Post-Mortem: Portal 2.5What is this?post·mor·tem (pst-môrtm)noun. Definition 2: Informal analysis or review of a finished event.As part of my progress and development as an artist, I’m committed to completing my projects- part of that is creating post-mortems for games I make on my own. Post-mortems are verycandid documents about game details, so if you don't want a game's experience spoiled,reading these before you play the game might not be in your best interest.Game SummaryPortal 2.5 is a fangame/interactive fanfic for the Portal game series. The game takes placewhere Portal 2 ended, and explores story theories about the main characters’ backstories. Youplay as Chell and explore areas, completing puzzles to progress.What went rightFinishing: As most artists and writers know, there is a big difference between thinking about aproject and completing a project. Throughout the making of this game, I worried whether ornot I would have to finish making it. I’m glad I was able to complete it; I was able to prove tomyself that I have enough determination to not give up on a long project.Writing Personalities: Writing the dialogue was one of the most fun things to do in production.Fans:What could have been better1. Lack of interactivity: As you can tell from my game summary, this project isn’t surewhether to be a game or an interactive piece of fanfiction. It tries to be both, but reallyends up being neither. People who want it to be a game will be disappointed by the lackof interactivity (for example: The player has the choice to forgive or refuse to forgiveWheatley. This does not change the ending in any way), and people who want a goodstory will need to go through obstacles and puzzles before being rewarded with the nextplot point. I think players who go in expecting an interactive fanfic will be moreentertained than players who go in expecting a game.I got one of the most useful and helpful criticisms from LuigiBlood:

“I'm probably not the only one who didn't really like it. [ ] Though, I still played itto the end, and I was bored from start to end. I love Portal, but this felt reallywrong to me. It's possible to make a 2D Portal game[ ] Sorry to say, but the ideais poorly done here.[ ] Even if it's meant to be taken as a piece of fan fiction, thestory is not what makes the game as a whole. You really need to putgameplay.” [1] (Bolding is by me)Next time I’ll add more interactivity and gameplay for players.2. Time it took: It took about a year to complete this project (albeit, I worked on it on andoff in my free time, along with other projects as well). One year for a half-hour gameseems like much too long a wait for players, so making my next game in less time will bea new goal (which I will, hopefully, be able to fulfill since I’m now more familiar withRPG Maker VX).3. Learning Curb: The majority of the time was spend on writing and re-writing codes forcutscenes. Since it was my first time using RPG Maker VX, I tried a lot of experimentingon what would happen if I check marked a particular box in the editor panel, andfiguring out the differences between autoruns, parallaxes, and action buttons, and soon. If it wasn’t for a guidebook I was able to come across (See: What I Learned; below).4. Errors: Despite play testing the game before publishing it, and few players noted bugsthat I quickly had to fix. Some of these errors only occurred in some games. I will betatest games more thoroughly next time I make a game.5. Directing people to the Game: I posted links to the game on deviantART groups, mydeviantART account, and my Tumblr blog. This did attract a burst of attention (onTumblr particularly), but I still felt that I couldn’t reach a lot of Portal fans. Traffic sloweddown to virtually zero hits a day within about two weeks.What I Learned1. How to Use RPG Maker: I highly recommend reading RPG Maker for Teens by MichaelDuggan for anyone learning to use RPG Maker VX (or even RPG Maker XP or Ace). Itgave me so many useful tips and instructions on how to make a game using VX.2. Learning and developing a production pipeline: There’s the more obvious tips thatprudence demands, such as “Start with writing the script and outline”, and then there’smore obscure tips like “Complete the pixel art before programing the sprite events.Otherwise you’ll have to playtest every event a second time after adding the pixel art,”

and “Don’t add the music until you are near finishing the game. Otherwise, you’re goingto get sick of the music from play testing events over and over”.3. How to make pixel art: As most of my watchers may know, I like to draw lineart using apencil/pen on paper, and then scanning it into a computer to colour/shade it (thegeneral alternative would be to draw the lineart directly onto a computer using atablet). So making the game’s pixel art (which needed to be drawn on the computer)was a challenge. I found a useful trick to help speed up the process: Take a piece of linedpaper, draw vertical lines across it to create a grid, and then draw sketches of thesprites/tiles you need into each square. The result is a reference you can look at as youare drawing on the computer.(Above: My concept/reference sketches for the game’s pixel sprites and tiles)4. Writing a dialogue script for a game: The game is very linear, so writing alternativedialogue (for the player’s different choices) was a lot easier to organize than, let’s say,the dialogue choices for a visual novel with multiple endings. I also found that writing inthe coding (for RPG Maker VX) was easier to organize if I just wrote it all in the script,

rather than adding in the coding later on in the game maker. Organizing the dialogueinto the game’s different maps was also helpful.(Above: A page of the game’s script. 22 pages in total.)

5. Add more interactivity next time I make a game: (See: What could have been better;above)ConclusionPortal 2.5 is my first solo game. It has its flaws, but I learned a lot from making it. Thisknowledge will be invaluable for future games.Notes:[1] LuigiBlood. Web. deviantART, Comments section. 26 July 2013. -5-From-the-Wheat-Field386427957 .

RPG Maker VX). 3. Learning Curb: The majority of the time was spend on writing and re-writing codes for . Duggan for anyone learning to use RPG Maker VX (or even RPG Maker XP or Ace). It gave me so many useful tips and instructions on how to make a game using VX. . I found a useful trick to

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