Group Project - Post-mortem
It comes to that time of the trimester were we must reflect on our time during this tri and talk about how we think we did as well as what we learned though out it. I’ll be splitting up my group and solo project into two different posts as not to confuse myself and others who read this (mostly myself).
The group project – Spoils of War: Once Kahne had done his project pitch, I was looking forward to working on his idea, a 2D side-scrolling real time strategy game set in World War I, and then once we all got together talking about what needed to be done and setting roles, I was super pumped to set out and work on this project. I was given lead level designer with one other member to help me out, and we both set out to nail down the level design since it was really the first thing that needed to be done. As for my work on this project, the level design was really the only major thing I had to do and once I was done, I sort of sat back but not completely, as if other people needed help I was there to do so, which I did with assets design and mostly research for other members of the group.
I’ll start with cons since I like to finish on positive notes. For me, after the level and research were out of the way, I was sort of behind on how the project was coming along, I all ways asked if there was anything I could help with but the team was on top of it or it was something I couldn’t do and ever since I saw the first prototype I never downloaded it but just asked the others how they think the game was going, which every response I got was “good” or “It’s ok” and after playing it on the final day I wish I had play tested before the final day because by the time I did and spotted all the bugs, we had no time to fix them in them. The team sort of also fell apart in the last few hours as everyone started to focus on their solo projects as well as their post-mortems, I sort of half expected to see this happen on the last day since everyone is stressing out over getting everthing ready for handing in, me included.
Now the pros. We worked really well up to the point I talked about above but in the time we did it really well, everyone was in consent contact with each other and knew what the others were up too. This helped get the big parts of the project out of the way fast, like the level design, assets and the prototype when we got the programmer on the job. The audio was fully covered to thanks to the audio students that jumped on board, if anything we had too many audio guys working at once, which isn’t bad since all the audio was done in like two weeks.
My final thoughts, I loved working on such a big project but wish I helped out more as well as having more time for the others to fix up the bugs we found.
Thanks for reading and until next time