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Post Mortem

 

What Went Right

  • Characters were made much quicker and smoother than expected. Work was divided well to increase productivity.

  • Particle effects went well and we were able to use more than we thought thanks to good optimization.

  • UV and texturing were fast and efficient.

  • The final map was good and very quick to make once we had our assets complete.

  • Early development and functions went well - The Alpha build was very solid in its functions.

  • Work was well divided again between programmers to effectively tackle tasks on a daily basis.

  • Overall, the team worked well together with little to no friction between team members.

  • Scrums went well and were effective, although showing progress more often would be better for morale in future projects (assuming a good rate of progression)

 

What Went Wrong

  • Modelling, particularly on mountain assets, went through far more iterations than were necessary.

  • The map when through far more iterations than was necessary.

  • We had to use Unlit shaders with the Curved world system which caused some problems with lighting and texturing, particularly our plan to use hand painted textures.

  • Unity and GitKraken caused some issues compiling data and changes.

  • Iteration and communication problem - a lot of time was wasted waiting for something to be done (when it was done but there was a communication failure) or because each of us was unwilling to point out a flaw or problem in the game.

  • There was a lack of vision and driving force in the game at one point.

  • Early on, assets were placed in Google Drive rather than in Unity, leaving some confusion as to whether something was ready or not and which was the correct asset and so on.

  • Programming prioritization could lead to slow implementation of feedback and iteration at times.

  • Only one computer set up for builds. Plans were made to fix this, but they just never happened due to the amount of time it had taken to set up the first machine.

 

What we’d do Differently

  • Plan better. Much better. From the start and make sure that everyone understands what has to be done, the how is not important to start.

  • Communicate better and more honestly with each other.

  • More thorough early reviews of each other’s skill sets.

  • Better team organization; we landed up scattered around the room and less likely to communicate effectively.

  • Better priority planning to match tasks; Some things went quicker than others and we landed up with some bottlenecks when some things went faster or slower than expected.

  • More than one machine for builds, at least each programmer and designer.

  • People loading things straight into Unity from the start.

  • Get the sound people on the repository so they can test their sounds earlier and get help from their teacher as necessary. Conferred with them and they agreed by the end of the project that it would have been beneficial although they weren’t interested in using the repository at the start.

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