After conducting the usability testing of the game, I think it is fair to say me and my teammates have been able to produce a good game prototype. Even though, we haven’t been able to achieve our goal, we were still able to produce a game that is playable. In the beginning of our journey we had many issues regarding what each of us wants from this game. We managed to agree on the most important aspects and started working on them. One of the many good decisions we made as a group, was to focus on delivering a working prototype, instead on spending time on complicated features which could not be implemented at all. After facing unforeseen circumstances, we still managed to keep working on the game as a group and remained in constant contact.
Another important decision we made, was to assign each of the team members with their roles from an early stage. Each of the tasks were tailored to the person’s best qualities and we were able to take great advantage of everyone’s talents. By doing this, we made sure that each of us had a task to focus on and it was easy to see if the development was progressing according to the plan. This is in contrast to what I did with my group for the last game, where we didn’t assign specific tasks to the members of the group, which lead to a complete chaos in the beginning.
There were many minor issues, including technical and communicational. Some of us had technical restrictions, which lead to task reassignment. There was also, once again, many issues with GitHub. But we did manage to solve them calmer and more efficient, compared to the last time. However, the biggest problem was the lack of time. Because of the circumstances, many of us didn’t manage to complete their assigned tasks in time. This lead to restructuring the game as a whole. Many key elements from our initial plan are missing in our prototype because of this. I wanted to include much more actions and behaviours to the npc, but simple wasn’t able to, because of the restrictions we encountered. Throughout all this, we managed to stay together as a team and discussed each important decision. If someone wasn’t able to complete their task, someone else took it or we restructured our tasks according to the change. Also, if someone was more familiar with certain matter, he gave his advice and shared his experience with the team.
Even though we didn’t manage to create the game we wanted, we were able to deliver a very good prototype with much effort and work. I am very satisfied with the fact that this game is a great improvement from the previous game, I was involved it. Also, I was able to gather much experience. I learnt not only more core game development skills and how to work with different software, but also how to work under pressure and manage my time and tasks.