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So the course is over and our game is as done as it gets.
If you want to play it before reading this last blog post you can follow this link
https://avokadomos.itch.io/navisy-creatures-of-the-deep
First of I want to give a big thanks to my team we pulled through and even thought we had to cut one feature(second enemy), We have a great product that i personally am very proud of as my first game. Its also fun to note that it has been reviewed three times by small indie sites.
However, the game is not without its flaws.
There are some bugs in the game that were never ironed out, the code is spaghetti here and there. It could also do with some more testing and balancing.
As a project manger however my interest is in how i can use what has gone good and bad and develop both how I work and structure work, and give my team members from Ouroboros concrete information on what we all can think about in future projects at Uppsala university and beyond. So we had a retrospective meeting were we talked about what we did well and what we could have done better.

first a list with some things we as a group are happy with.
- The mood of the game
- Communication in the team
- Some guy played our game for 30min during a playtest
- We worked together as a team
(On Wednesdays we would get together at 10:00 book a room and work in the same room for the entire day, this is something that helped immensely with productivity and communication)
- Stayed ahead of every milestone
- We all learned a lot in respective minors, and in each others minors from listening to each other and working together
- Followed the MDA very well and produced a game that hit the Aesthetics we wanted
And then for some of the bad things we are less happy with and how we can get better in the future.
- Put more time into the core loop of the game.
- Use user stories more in future projects
- More paper prototyping to test mechanics before putting them in-game.
(Several times mechanics were added and then removed, which lead to several hours of work time being wasted)
- The game was to difficult close to final release.
(Listen to the testers more, and have more in-house game tests, almost all testing was done by programmers)
- Talk to each other when there are problems.
(We had some problems between members in the group during development that were never really addressed, This is something i will personally work harder on making sure it wont happen again as a project manager, and instead sitting down with both parties in question trying to come to a conclusion on how the issue can be solved)
This is just some of the good and bad we came up with as a team after the project was done. We have all learned a lot and grown as people.
Thanks for reading my blogs and i hope you will see more games i have been a part of in the future!
Bye.
#NeverForgetBoaty
About Vidar Grönros
2017 Project Management
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