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Thursday, July 8, 2010

Trevor's Post mortem

What went right?

It’s hard to nail down every single thing that went right in the creation of Warnutz. If I had to pick one thing to start this off, I would have to pick the control scheme. Right up to Interfaces, our controls scheme used the keyboard and mouse. It was set up like a first person shooter game, even though our game was a side-scroller. After getting a lot of feedback from testers, and from the comments at Interfaces, we finally went with a standard control scheme. We also were one of the first team project classes to have a fully working game with a beginning, middle, and end to it.

What went wrong?

As a team, the only thing that went wrong was all of missing our milestones as a whole. Individually, I believe that we all did complete our milestones whether it was in game or not. We also were not as critical with one another as we could have been. If someone missed their milestone or didn’t contact the team for a period of time, we just let it slide.

What would I change or do different?

If there is one thing that I would have done differently would be to create better design for the menu. I would also make sure that everyone knew a decision that was made more publicly known and in writing, not verbally. For example, the control scheme that that we came up with after Interfaces. I feel that with more communication, there would have been a lot more added and done with the game both visually and mechanically.

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