Blog Post 6 – Post-mortem
“Be(e)longing; playing should feel like be(e)ing part of something bigger” – aesthetic goal
If there is one word I’d pick to describe these last ten weeks it would have to be intense. It comes as no surprise that making games is just that, but it is another thing entirely to actually experience it. Even if Beelonging wasn’t our own concept from the start, I think I can say I’m speaking for my whole team when I say that we all became attached to it fairly quickly. If it was because of the wholesome aesthetic goal, the cute bees, or something else entirely is hard to say, but regardless it has definitely been a joy to work on. When you’re working on something you’re passionate about, you really go the extra mile to make it as good as possible, even if it means putting in a lot of extra effort and time. The end product is something we’re all proud of, and its almost difficult to grasp that we actually made it. That being said, there is of course things that could’ve been improved. Therefore, I’m going to break down the final result into a list of particularly good things and some things that could’ve been better. What was good
What could’ve been better
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So, what to take from all of this into future games? I think that one of the mistakes we made (and this mostly has to do with the background) was to not plan enough. While we did put everything that was supposed to be created for the game in the product backlog, we didn’t go trough everything thoroughly. I also think it could be good to set goals of when things should be finished (or at least at their first iteration) from the start, so you don’t just pick random things from the backlog every sprint. I do think we were more structured than that, but its still something worth keeping in mind for the next game. Everything we make and implement should be reviewed based on the MDA framework. While I think all of us had our aesthetic goal in mind while working on the game, I feel like it could’ve been discussed more. On a more practical level I’d like to make future line art more smooth. There should also be a agreed upon resolution for assets, how big sprite sheets should be etc. Having an established color scheme is also to be preferred, while I think the colors worked well in Beelonging they could’ve been more coherent. Lastly, to end this way too long post, if you’d like to play the game yourself you can do so here! It is playable in the browser, but if you’d like to see the cut scenes you’ll have to download it
I think that is all worthwhile I had to say, thank you for reading!
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