Dead On Arrival
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Friendship Down, a game about trials and tribulations that can only be overcome through teamwork. Maybe I could try to make some parallels between the game and the process of making the came, but I don’t feel like it. The latter doesn’t have robots, anyway. Overall, the game is more than satisfactory for the level we are at, even though sometimes I feel fairly strong feelings of the opposite and wanted to make major changes. Being both the scrum master and the product owner led to me having too much perceived authority over the game, although sometimes I tried to be more democratic. It felt like I was all over the place. I definitely learned a lot from this experience as far as my role as a leader, facilitator, etc. I should be more proactive. “Self-organized” means a different thing than what I was doing. It should be done within the Scrum framework or our version of it, anyway. It’s important for us to work face-to-face and for everyone to be more involved in the backlog. Communication is important. I often flooded the slack channel with large blocks of text, which is not something people want to read. I really avoided doing work since I would be expected to do it at home, which is my safe place which I don’t want to be invaded by work. I didn’t want to work outside of home because being in public makes me uncomfortable, even in a classroom or study room alone. I couldn’t figure out what work I should be doing. I procrastinated on my sound effects duties. I should be more careful with my language and tone on slack. A lot of improvements. Will I be able to do these things? Well… As far as the project itself, it had ups and downs. Of course, there was a lot of learning as we go. It often felt like we didn’t really know what we were doing, which is okay. Besides bug fixes, we did not have to redo much work. Our ideas for power-ups changed back and forth. We ended up largely scrapping those ideas. We struggled with finding ways to make the player care for the companion characters in our game, but we had so many other tasks to do. We had to make it low priority. It’s useful to look at other group’s games for comparison. Seeing where they are, what they have done. It gives me realistic expectations. I need to change a lot. I feel like I was a major problem in our games development in not promoted better work structure and ending up as the biggest source of conflict. My avoidance of work was detrimental to the group, particularly in how it affected our work planning. Letting the rest of the group decide on a lot of aspects of how organization was a bad decision. Not that they shouldn’t be involved in that. just I gave them the wrong areas. I’ve learned a lot, and I’m somewhat prepared to take on new challenges.
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