Post-Mortem Update from Zayne


Throughout making this game, there were many successes and also challenges.

Let's begin with the successes in the design and development process. This first major success is that we all worked together as a team. At the beginning we all had different ideas for the direction we wanted the game to go. We all communicated our ideas well and thoughtfully, then progressively made decisions we all could agree on that lead us down our development path. We all had our own tasks to do throughout the semester, such as developing narrative scripts to help create clues, designing images, texturing the walls, and coding the mechanics of the game. We all bounced our ideas off each other and helped each other where we could. I also tried to make sure that no one was overwhelmed with work. Since our engineer was doing all the coding tasks for the game, I wished to help by creating the dialogue in the game so he could copy/paste where he needed it. That's just an example of how we all collaborated and communicated throughout our time creating the game. Our ability to do this lead to all of us being proud of the game we produced as a team.

We didn't encounter too many challenges throughout our process but there are a few improvements that we could have made. The first improvement refers back to what I mentioned earlier with our engineer taking on all of the coding. I didn't want him to be overwhelmed and at times I felt guilty for having less of a workload than he did. Based upon this, I think the potential improvement in the process would be trying to balance out the work that members of the team were doing. At times some people had little going on while others had more, so we could have done a better job at creating even work for everyone. The other improvement we could have in our process is knowing how to have a proper Unity workflow. We used GitHub to manage our version control but we encountered issues trying to merge code from different branches, most likely resulting from us not having a proper gitignore. Knowing what we know now, I think we could have had a better Unity workflow where more than one person at a time could have been working in the codebase, allowing us to have a more manageable and stable version control with git.

Overall, I am very happy with what the game we produced as a team. I'm very thankful I had the team that I did for this semester, they were all so amazing to work with.

Zayne - Team 4

Get Don't Fear Death

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