DREAMWILLOW
ABOUT
A long term project completed over the course of a semester by around 30 University of Michigan students, Dreamwillow is a
lighthearted faux top down twin stick shooter about a necromancer ressurecting their
foes to help them escape a dark forest.
DEVELOPMENT INFO
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Developed by WolverineSoft Studio
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3 month development cycle (09/08/2019 - 12/08/2019)
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30 developers
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Made using Unity Engine
CONTRIBUTIONS
CONTRIBUTIONS
My major contribution to this project was the implementation of the shop. Due to not enough time spent in
pre-preproduction, the shop design was revamped multiple times throughout development, sometimes even during
sprints. It was my job to initially implement the shop, take care of these problems and reimplement features
when neccessary. Initially, the player was supposed to be able to buy upgrades to their main attack in addition
to health and extra necromancy slots. The proposal was that players would be able to pick up an attack upgrade,
test it out, but if they try to leave the shop without paying, the door would close and stop them from leaving.
This was implemented within a few weeks, and the player was able to test out the new attacks. However, to the end
of that sprint, it was decided that the player would not be able to upgrade their attack. So, that option was
removed, but right after the sprint, it was again decided that you would not be able to pickup items, and you
would simply buy items on the spot without having to pay by going up to the shopkeeper. At this point, I should
have simply rewritten the entire shop system from scratch, as many of the features had been removed, and the
complicated eventsystem that was in place was entirely uneccessary. However, I decided to just use what I had
already created. This made it difficult to further update the shop whenever anything was added, because I had
to go through the system that I had implemented, instead of having a simple trigger based system. However, I did
end up finishing the shop, and it currently perfectly functional within the game.
During production, I learned a very important lesson, and it is that not all my work will always make into the
game, so I should cut my losses as soon as possible to avoid uneccessary work.