"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