Let the introspection and self-reflection commence!
Disclaimer
Let me start off by saying that any praise I give for myself, is tempered by the fact that I made mistakes more often than I succeeded. I like to consider myself a genius, coding savant, but the truth is that I'm really... not. I've only been at this for a few years and I'm full aware I'm not the best. I have a lot more to learn, and so many areas I need to improve in. So if I come across as arrogant and smug, just know that I'm being facetious. Every good point I raise should be taken with a fistful of salt.AI
So the first task I tackled was AI programming. This was an aspect of coding that I was always interested in, and it's actually the reason I began programming in the first place. Trying to simulate thinking, breathing human behaviour inside a computer fascinated me. That being said, I had never actually tried to program a proper behaviour algorithm before. So trying my hand at programming AI for bots in a fully-automated tournament seemed like an exciting challenge.Having said that, however, I think I handled this particular discipline of coding rather well. Although I had never programmed a specific AI system before, I had tried my hand at basic behavior algorithms; collision avoidance, chasing targets, Finite State Machines and the like. In particular, the actual mechanics behind the high concept of 'Heuristics-based pathfinding' was much easier than I had first thought. I was worried that this would be the most difficult aspect of AI, but the dynamic list creation and iterating thorough multiple custom objects was something I was very familiar with. Overall, I believe that having prior understanding and knowledge in how to achieve these algorithms allowed me to progress in my code much more smoothly than I would have otherwise fared.
The downside was, as always, over-scoping and poor time management. I had originally planned to do so much more in the field of AI, including the implementation of a fairly complex finite state machine that enabled / disabled specific AI sub-routines. This concept came from my research into GOAP, and I had planned to create a simplified system that still followed the same basic principles of GOAP. Unfortunately by the time I had managed to perfect my A* pathfinding, my time had run out. I was forced to quickly cobble together a basic FSM that selected the next pathfind destination, and that was all; a farcry from my original vision.
The silver lining here is that this error was not very significant in the grand scheme of things, and only occurred in the first place due to my relative inexperience with AI. Now that I have a much better understanding of what I'm doing and how to get the code working, the time it takes to complete each individual task should be considerably shorter. If I was to try something like this again, I'm confident that I can get more done within the same timeframe.
Game Dev
The other major task I must ruminate upon is the Game Development Project, in which I and several others collaborated to create a game. I was in charge of basic game-play code (movement, collision handling, items, etc), as well as graphical effects; namely the god ray shader. I had originally assumed that developing the scripts in Unity, seeing as how I was familiar with c# and had used Unity's system before. This would have been true had I opted to develop things properly, and not half-heartedly decide to use the Rigidbody physics in conjunction with everything else.Oh boy, what a mistake that was. In hindsight, I have no idea why I decided to develop ALL game-play related code based in the physics simulation. I seem to recall thinking that since 2D platformers involve gravity, using physics within the code was the logical choice. Of course I realise now that this was definitely not the right way to go, and in future I'll be sure to take note of this valuable lesson.
Now, he shader part of my involvement in the project was very good. As I've stated before, I'm rather proud of what I've managed to achieve with the limitations of Unity Free. I don't think I need to reiterate the positive aspects of my work, and if you, o reader, require a memory refresher you can refer to my earlier blog posts.
However, this is not a self-reflection of the work I did; this is a self-reflection of how I approached the work I did. And i this regard, I may have made yet another mistake. You see, because I was so enveloped in my own work, I sort of uh... neglected, my other duties. I worked on the code within the shader for 4 days straight, barely sleeping or eating. This attitude and style of work was fine in previous projects; since they were solo undertakings, the only consequence was the delay in schedule. Howe3ver, as part of a team I was responsible for keeping in communication, remaining update on current progress, and being available for assistance in various other tasks.
Obviously I failed to tick off any of these requirements, and this I can only attribute to may lack of experience working in a group. Because I am usually only involved in solo projects, I am not accustomed to contantly communicating with others whilst developing. This is something I can only improve on with experience, and I can only attain this epxerience by participating in more group-related projects. However, I will try to keep this aspect of teamwork in mind when a similar opportunity arises once again.