"Postmortem" - TeaylThorn/HighwynnGame GitHub Wiki

The Postmortem for the current development stage of Highwynn


What Worked Well

  • We had a consistent art style throughout the early development stages of Highwynn
  • We had a clear direction of where the game was going
  • The art style was well received, it was simple yet painterly
  • Concept work was completed in the early stages of development
  • Level design(s)
  • The team was very productive, and professional, even when things were tough
  • Good communication throughout
  • Set realistic expectations/goals
  • Good face to face communication
  • Left any issues at the door

We leave this semester with a good foundation to build our game from when we re-visit it


What Didn't Work Well?

  • We did have to cut back on some ideas, especially when some were too big to achieve at the time
  • Having two coders, or at least one with some more experience would've helped in some areas
  • Having a better schedule in place and sticking to it! As well as having cut off points for certain tasks
  • Working out Git, or having some more experience with Git would've been very beneficial (we didn't really know what we were doing...)
  • Online communication
  • Didn't use Trello as effectively as we could have

What Would We Do Differently?

  • Having a clearer schedule
  • A more organised Trello, or other organisation method that every one is familiar with or would be willing to learn
  • Ask more questions about Git!
  • Experiment more, with both art style and colour pallets
  • Have more playtests throughout semester
  • Talk to Brad more

What Would We Recommend?

  • Keep it professional throughout the project
  • Have realistic expectations/goals
  • Depending on the game and workflow, settle on an art style early (or later)
  • Experiment!
  • Take a step back and observe/look/ask for opinions
  • Ask for help when you need it