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.