Saturday, December 15, 2012

Project 4 - Post Mortem

This prototype was totally a unique experience. There was literally no restrictions. This also presented a problem where we could be paralysed by freedom of creativity. But I think our team did a good job of coming together with a game idea.
Everyone was given creative licence to voice their thoughts and our final game idea incorporated mechanics as defined by our Razor. We also divided tasks effectively. Level design was done by Chris, Yang and Triston and Programming done by Max, Jon and I. Of course, everyone also multitasked. Finally it all came together and the game was made!
A problem we had with this prototype was that we were trying to do too many things. There was practically no playtesting outside of our team and no iteration based on outside feedback.
Also, we were having difficulties merging code and version control with Unity. But with a bit of effort, it was not a big problem.

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