CAGD 377 Postmortem
377 Postmortem
Sprint 7 Work Completed
I started the final sprint by working on some of the models we needed in the game scene. This includes the ladder and jackhammer model. These were made low-poly to fit the style of the game.
One of the things that went right was the core gameplay loop being engaging to most players. Our game was built with the idea of being a rogue-lite as part of the forefront. The game can't be completed unless you interact with rogue-lite elements. This meant we had a very strong foundation to build off of. Most players seemed to find the gameplay loop addicting. One of the biggest compliments we got wasn't verbal, instead it was the player quietly continuing to play the game in front of us. In fact, some players even returned to the game after first playing it.
Another thing that went well during development was the addition of a modeler to our team. This was completely by chance, but having a modeler allowed us to polish the art for our game. This made it far more presentable than just having a basic tech prototype look. In terms of team management, this added a bit more work for me, but was well worth it. They made a very good addition to our team.
Another thing that went well during development was getting bugs fixed quickly. Our programmer was very proactive with bug fixing and fixed mistakes the same day they were noticed. This made it easy to publish builds that worked well and were polished. This meant feedback would be more oriented towards core parts of the game or new features that would add to it.
Development Failures
One of the things that went wrong during development was not properly updating our design doc. Members were using outdated information due to core sections of the doc not being up to date. We'd often discuss changes in class and not note them down for reference later. This means of communication leaves us vulnerable to implementing outdated features. Thankfully, we communicated often enough to not run into too many instances like that, but for the future it would be best to keep things up to date.
Another thing that went wrong was communication. For the most part, communication went well and we were able to get a cohesive idea of what we were doing. As a producer, I should've taken more initiative to check in at least once every day to see how progress is coming along. I was on top of the Trello board and verified cards relatively quickly, but communicating where progress was would've given me a better idea of where we were at and would've encouraged members to get their work done earlier. Along that line, I also could've given members a rough schedule of when certain items should be done by, but that may also be overstepping my position.
Lessons Learned
One of the lessons I learned is to, and I know this sentiment has been echoed a million times, playtest early and often. This let us refine our game into something catered towards players. Play tester feedback made our game into what it is today. We've adjusted speed, menu screens, enemies, and blocks all based off player feedback.
Another thing I learned is that organization is incredibly important for efficiency. Sometimes I'd have to help navigate a team member to a certain file I just uploaded because it was buried in some random set of files. Having a clear organizational structure would remedy this confusion.





Comments
Post a Comment