Before I get into the actual Post-Mortem I'll describe a bit more about the work that was done on the project itself. We were scheduled to present the project to our "clients" on Tuesday at 1:00PM. This later changed to be Wednesday, Much to our relief. Before the presentation Felix was able to get music added and I mae a countdown for the game. I also added Sparkles to the main menu so that it wouldn't be so static and lifeless. When we finally presented the game the "client" seemed to be fairly pleased as they realized that we had a pretty difficult IP to work with and they were wondering how we would be able to turn it into a game.
Now for the Post-Mortem
When the group was first put together and we were told that we were going to be making an app on Unity I was very excited. This excitment was stunted a bit when we were given our IP. It was for an audience that we didn't really relate to in any way. The agony in turning the idea into a game was very long, and we went through days of not knowing where we were going. We knew that there were some thing that would be needed regardless of the game and worked on those in the meantime. Felix, and I worked on making the menus, configuring the objects for texture changing, and getting familiar with Unity. Michelle started to make art assets of for the character and the environment. Charlie shot us with his NERF gun. There came a point where we had to know what the game would be before we could go further. We got the "Simon Says " idea and went with it. After that had been decided the game came together pretty smoothly. I had to take the reigns and Lead the design in the end in order to get things really progressing.
If we were to do this over again, I would definitely take the reigns earlier. We were stumbling a bit there. I think that we did extremely well with the obstacles that we had and the game turned out good. I am actually proud of it and I think it's kinda fun.
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