Development Post Mortem - AdamCvijanovic/Herding-Ghosts-Unity GitHub Wiki

CRE312 End of Semester Post Mortem of the year long development of Herding Ghosts

What went right / worked well or better than expected?

  • Players really enjoyed the art
  • The cutscenes and cutscene transitions worked really well
  • People understood the day night cycle easily
  • People knew to open the store early on
  • Roti worked well to bring people to the pantry
  • Scrum meetings in class were effective in keeping everyone on top of their tasks
  • The team were passionate about the game and often expressed fun ideas
  • The dedication the team was willing to put forth in working on the game.
  • Positivity that the team had reworking the game. It took a lot of effort but everyone on the team continued forward trusting in each other in creating what we have today.
  • The gameplay started to pick up after further polish, it was definitely lost for a bit but through trial and error with the help of everyone we started nailing it.

What went wrong / didn’t really work?

  • Players were not able to find the broom once they were cooking,
  • The ectoplasm gathering was difficult to convey
  • Players were sometimes unable to figure out that the food had to be in order.
  • Players had no way to rearrange the items. This is unfortunate as the player has to start again sometimes.
  • UI would overlay multiple times
  • Team communication could’ve been better at times (Trello wasn’t always used, work lost/overwritten on Git, not responding to messages on discord, etc.)
  • Didn’t utilise the wiki or art repo as much as was intended
  • Team members having to perform other member’s tasks due to them being left late
  • Time management was a large issue on the team, with everyone having different schedules having people work together at the same pace was difficult.
  • There was a lot of reliance on certain group members during the development process, this caused issues with delays and unnecessary stress on members.
  • Occasionally people would be very slow in responding, almost not treating this as a professional task.
  • During some occasions, there was little to no information on what current members are currently facing causing late work or nothing at all. It would have been nice to have a heads up, instead of radio silence.

What would you do differently next time (or if you had your time over)?

  • Paper prototype early to get a sense of the gameplay loop.
  • Important tools like the broom need to be placed somewhere where they are regularly visible, this is solved by moving the broom into the kitchen.
  • Some sort of positive feedback when placing items into the cauldron would help.
  • There should be some way to remove items from the workstations
  • Due to conflicting schedules, meeting up was difficult, however prioritising these things more may have resulted in being able to communicate and get things done more effectively as a team
  • Prioritise getting the core mechanics in first so they could be adequately playtested
  • Getting the idea of the game nailed before development
  • Be more proactive in discord and other software and encouraging others to do the same
  • Be more assertive and positive to allow for motivation and diligence towards the development of the game.

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