WARNUTZ! ... looking back... looking forward...
What worked for us as a team?
As a team, we helped each other well, though some of it came in spurts, and at times to some but not to others. I know that when we had our meetings, and when stuff was getting worked on, we spent a lot of time talking over things, and talking together about what to do and how. I think we also had the same view for the game (for the most part) and that helped when we were trying to create new things, or alter our old ones.
We also had a few people that jumped up and took over extra work when things were getting sketchy. I know we all at one point worked harder then we thought we would need to, but I wanted to thank Lionell and Trevor and Paul for a lot of extra work that was put in on the game when the game was short of where it needed to be.
What didn't work for us as a team?
We didn't want to hurt feelings, and i believe that we could all go back now and say "wow that sucked when it was at this point" or "how did we let that go on for so long"... But we didn't want to upset anyone and because of that, we didn't push each other far enough.
I also think that we didn't keep in touch over changes or details at times... and sometimes people wouldn't know what was going on.
What worked for ME?
I think that the level assets turned out a bit better then I thought they might have, though they didn't come out quickly enough. Luckily when Lionell decided on an art style, it used a technique that I've used before. I did have an issue with line quality, and resolution and other things along those lines... but i think the final art style looked real well when it was applied to all the assets.
What didn't work for me?
I don't want to sound like I'm always falling back on this excuse, but I always think I'm capable of more in a short period of time then I am. Scope Scope Scope!!! Platforms game me trouble and trouble and trouble, and because of that I never moved on to new levels, I kept trying to perfect my assets. And I probably could have fixed that issue if I would have kept my mind open and talked to people. The final platforms weren't done until the game was nearly due. They should have been figured out a long time ago so I could have moved on.
Moving Forward!
I plan to apply what I've learned already to the flowcharts and level plans that Max and Lance have been working on for level 2. I would really like to be able to have a 2nd level for our game so that we can show some depth to the idea.
Starting over?!
If I were to go back and do this again... I'd have pushed myself harder. I have some good stuff at the end of this project, but I could have had more, and I think we could have made much more if we pushed each other more. I know its a learning experience, but I think i would have liked to have more game content.
Id like to thank you all for putting up with me for the past 20 weeks, I know I Can be a pain in the butt and am loud and obnoxious at times but you guys managed to deal with me... thanks everyone.
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- Term 1 (202)
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Showing posts with label Post Mortem. Show all posts
Showing posts with label Post Mortem. Show all posts
Thursday, July 8, 2010
My Final Blog for Our Project ;)
What went right? I have a great imagination that I added to our weapons their own unique thing that went well when I finally got the right art style. I feel we grown on each other over these last 20 weeks . I'm proud we got our level finalized we've come a long way.
What went wrong? I feel that I let my self down and you all as well because I know that I possibly should have had at least 2 more levels worth of weapons. My mind was all over the place I wish that my pride and ego would have let me ask Jacob and lionell for help sooner.
What I would change? I would have to work harder on making my stuff more finalized. I know I have many ideas I can bring to the table but I need to finalized the first one so I can move to the next.
What went wrong? I feel that I let my self down and you all as well because I know that I possibly should have had at least 2 more levels worth of weapons. My mind was all over the place I wish that my pride and ego would have let me ask Jacob and lionell for help sooner.
What I would change? I would have to work harder on making my stuff more finalized. I know I have many ideas I can bring to the table but I need to finalized the first one so I can move to the next.
Lionell's Post Mortem
What went right?
There are a lot of things that went right; we got a working game, a working website, and team experience. We all came to gather to produce a hell or a game. There was some bumps on the road and some emotions that flared but out of all that we still finished. I personally finally did what I should have done at the beginning, rise above and take some responsibility. it made me a better person and very tired.
What went wrong?
One of the major thing that went wrong was communication. At the beginning the communication of the group was lacking and throughout the class the communication levels felt like a sound image. At some points it was great and at other points it was non existed. Another problem was critiques. We were all too soft on each other and mistakes were made and not fixed. But being a total dick about things don't suit most of us.
What I would Change?
Being more direct would help if we were more direct with each other then the game would have turned out better or we would have killed each other but i am willing to risk that. I would have to go out side my normal zone to achieve such a job. Other than that I wouldn't change anything big, Some might disagree but I feel the game and how we put it to gather was great. Like I said before communication was off and as everyone know some people didn't pull their weight. Things like that I would change, but I can't; that's a personal problem and we all have it.
There are a lot of things that went right; we got a working game, a working website, and team experience. We all came to gather to produce a hell or a game. There was some bumps on the road and some emotions that flared but out of all that we still finished. I personally finally did what I should have done at the beginning, rise above and take some responsibility. it made me a better person and very tired.
What went wrong?
One of the major thing that went wrong was communication. At the beginning the communication of the group was lacking and throughout the class the communication levels felt like a sound image. At some points it was great and at other points it was non existed. Another problem was critiques. We were all too soft on each other and mistakes were made and not fixed. But being a total dick about things don't suit most of us.
What I would Change?
Being more direct would help if we were more direct with each other then the game would have turned out better or we would have killed each other but i am willing to risk that. I would have to go out side my normal zone to achieve such a job. Other than that I wouldn't change anything big, Some might disagree but I feel the game and how we put it to gather was great. Like I said before communication was off and as everyone know some people didn't pull their weight. Things like that I would change, but I can't; that's a personal problem and we all have it.
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.
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.
Post Mortem by Max Jankowski
Over the two semesters that Team inside Voice worked on WARNUTZ I feel we acomplished a large body of work in the time we had! Let me say, I am extremley proud of the team and I would have no problems working with them again! In its entirity, I believe we had a fully functional game. From art to level design, from documentation to communication we worked as a team!
Even though we failed to hit any of our milestones I think the exception was to the teams benifit. Another issue that Kim mentioned was our inability to be critical with our team mates; in a way this kind of hurt individuals and the team in some areas. Specifically, level design suffered due to the stagnation of the process. We were constanly waiting on other elements of the game to reach a certain level of production we could work with.
Something I would have done differently was to possibly lay out multiple concepts for levels sooner. There was a point in the level design process where we had a template basically. We could have easily started on multiple levels in a more timely manner after we had the process down. Let me state that I am used to being a 3d level designer and it was a huge difference in the production of a 2d level design!
Again, thanks team.. Thank you for this positive experience and the opportunity to test my game designing skills in a more professional light!
Even though we failed to hit any of our milestones I think the exception was to the teams benifit. Another issue that Kim mentioned was our inability to be critical with our team mates; in a way this kind of hurt individuals and the team in some areas. Specifically, level design suffered due to the stagnation of the process. We were constanly waiting on other elements of the game to reach a certain level of production we could work with.
Something I would have done differently was to possibly lay out multiple concepts for levels sooner. There was a point in the level design process where we had a template basically. We could have easily started on multiple levels in a more timely manner after we had the process down. Let me state that I am used to being a 3d level designer and it was a huge difference in the production of a 2d level design!
Again, thanks team.. Thank you for this positive experience and the opportunity to test my game designing skills in a more professional light!
Post Mortem
Over the past 20 weeks there have been many things going on in terms of Warnutz! and other things. During that time we have accomplished much and I am proud of Team Inside Voices for the hard work they have all put in. I think that what went well for me is that I was able to communicate fairly well with the rest of the team. Max and I worked fairly well together getting many things completed. I believe that Max and I were the only ones to hit every one of our individual milestones. Even if we didn't hit the check points, we still managed to hit our overall milestone each week.
Now we also have to take the bad with the good. I feel that what I neglected and needed to work on better was the actual process for designing the level. Both Max and I ignored the overall process in general as we didn't bother with flowcharts or level wireframes at all until much later. That is definitely one thing I feel could have gone better. Also I feel that overall I was a little too quiet during team meetings and didn't give as much feed back as I should have.
Now there are many things that I probably would do differently if I could go back to the beginning of the class. First and foremost would be the fact that I would follow the process for level design all the way through. That means concept art, flowcharts, wireframes, blockins, and testing. I would also speak up more and provide alot more input. I think I would also push myself to do even more work as I truly feel that we could have easily had two or three levels. Maybe not all completely finalized but at least have a block in of some sort for other levels.
Overall I wouldn't mind continuing development of Warnutz! and creating more levels for the game as one just isn't enough in my opinion.
Thank you all for this great opportunity in building my skills as an individual and a member of a larger entity. Good luck in your future endeavors and maybe see you again sometime down the road.
Now we also have to take the bad with the good. I feel that what I neglected and needed to work on better was the actual process for designing the level. Both Max and I ignored the overall process in general as we didn't bother with flowcharts or level wireframes at all until much later. That is definitely one thing I feel could have gone better. Also I feel that overall I was a little too quiet during team meetings and didn't give as much feed back as I should have.
Now there are many things that I probably would do differently if I could go back to the beginning of the class. First and foremost would be the fact that I would follow the process for level design all the way through. That means concept art, flowcharts, wireframes, blockins, and testing. I would also speak up more and provide alot more input. I think I would also push myself to do even more work as I truly feel that we could have easily had two or three levels. Maybe not all completely finalized but at least have a block in of some sort for other levels.
Overall I wouldn't mind continuing development of Warnutz! and creating more levels for the game as one just isn't enough in my opinion.
Thank you all for this great opportunity in building my skills as an individual and a member of a larger entity. Good luck in your future endeavors and maybe see you again sometime down the road.
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