Module reflection [Mod DD]
Prototype 1: Roles - Lead programmer and tester
Honestly quite a rocky start, without any proper leadership in place, coordination between myself and other team mates was confusing for those involved.
Some communication between the then Project designer, Mod J was achieved but confirmation of decisions was non-existent as the then project lead, Mod DPH was ill making progress sluggish, although I would argue more on their part could have been done over a messenger rather than any of the physical meetings or calls.
I would have overall liked to have more time to develop the prototype build further and delegate programming task, as by the time the programming phase had begun, purely due to looming module deadlines and by no initiation of the then project lead, it was too late to have any real features implemented much to my disappointment.
Prototype 2: Roles - Lead designer and art coordinator
While some leadership was in place as Mod J took up the role of Project lead, there was a somewhat larger focus on organising the Lead programmer, Mod DPH, leaving my roles to an effective free for all;
While I was happy to contribute and plan what I deemed necessary to the design process there potentially could have been something I had missed which would aid the design process further.
Overall while prototype 2 looked a slight step up on the first prototype I personally felt it was not up to the standards set by our project lead, despite all the modelled art assets I had provided;
I did have some contributions to programming after admittedly heavy prompting, mainly a death state canvas and aiding in some elements in the main menu.
Prototype 3: Roles - Project lead and audio
As my first time as project lead I took some of the previous experiences into account and set up a scrum method of management, during this time I would be checking up of team mates on a daily basis.
Each team mate would be asked to describe what they feel they could do each day based off the vital tasks set on the team trello and I would ask about its progress the day after.
However I did find that little communication in terms of finalising design concepts came from the then Lead designer, Mod DPH and ultimately the mood boards provided held little meaning to the final build, the same could be said for the models they provided little over a week after the prototype deadline and was given to me not the programmer to implement.
In conjunction a large majority of self-given tasks from the Lead designer were never completed.
Some social commitments did crop up however on the then Lead programmers side, Mod J, though I would likely say that considering a majority of the programming of prototype 3 was refining the procedural generation this did not have a huge effect on the last iteration of that build.
Overall I would have liked to had some rough art assets implemented for this version to make it look slightly more appealing and perhaps I should have pushed the coding focus on elements other than procedural generation, mainly some basic artefact functionality to diversify player interaction past left, right slide and jump as the artefacts are the unique draw to the game concept.
Vertical slice: Roles - Project lead and art coordinator
With the previous experience under my belt I made alterations to the scrum meetings from daily to weekly and the focus topics I tried to be more critical of, and encouraged more task delegation as opposed to prototype 3 where I initially trusted teammates to delegate when required.
This meant I could also contribute to the code on top of all the art assets I was contributing. During this phase a few of the other modules tended to interfere with progress due to their multiple hand in dates meaning I was missing 2 team mates, and as such progress was slow.
Unfortunately a common theme throughout the slice development, the then Lead designer, Mod DPH, failed to meet expectations when tasks were delegated, either by myself, the then Lead programmer, Mod J, or themselves.
Meaning both myself and the Lead programmer had to coordinate to fill the more vital parts of the design role.
In conjunction to the absence of a role, any programming tasks the Lead designer set out to do was immediately followed by the request to help them complete it, rendering the point of assigning them said tasks redundant, and potentially hindered progress by having to assign time to troubleshoot issues or rewrite scripts completely, as is the case with the loading screen.
And a final note on testing phase from the then lead tester, Mod DPH;
Testing and player feedback documentation was uninformative and influenced very little during the bug fixing phase as a majority of bugs raised were already known or on an old build at the time.
Overall I am pleased with the final vertical slice the art assets, audio and mechanics meld quite well for the time span we were assigned.
I will certainly look forward in the future to continue working with Mod J.
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