Right?
1. Good variety of games
Now the major hurdles are understood and worked on, development as a whole is far more streamlined. with alot of communication going on between the team members, any issues one developer has, such as art, programming, and design can be communicated with all other members of the team.
1. Good variety of games
With variety of mini games being used, there was alot of creative freedom for each individual developer do test their idea. having a a basic framework for development to work off of, the developers had complete creative freedom over the game they developed. this helps prevent development from growing stale, and if for some reason the game cannot go forward, it's less of a loss to the developers.
2.Wide variety of drexel ride movement potential
With the variety of minigames available, it allows the developers to use the rides capabilities in unique ways. the movement of the ride can vary greatly between games. One game, you move as a mech walker, the switching to an interdenominational spaceship. Possibilities are endless, and there is full freedom for developers to find and test these possibilities.
3. basic framework for development
After we hammered out the bugs of the system, a basic framework for development was created. This streamlines and makes development simple, allowing developers to simply drop and apply this framework onto the games making implementation incredibly easy.
Wrong?
1. Work schedule
This is a personal issue. My schedule for this term was fairly strict, with other heavy production classes this term and working 30-40 hours a week. This prevented me from efficiently being able to produce work on time, as the only easily workable days were late Tuesday and late Wednesday. being so, alot of my work was implemented the week after it was intended.
2. Communication
Communication was difficult, as it took a while to setup slack. even so, alot of people were very unresponsive, leading to alot of confusion with development and assembling assets. This was a bit more efficient and worked out later on, but not fully fixed.
3. changing game concepts.
During development, alot of the minigames were changed alot from their initial concepts. this led to alot of the assets having to be changed as soon as they were made, or even scrapped completely. this was very frustrating and confusing during development. For my personal work, alot of the assets I created were scrapped, such as the initial stello says, cardboard cutouts, and the ufo model.
Resolving for future projects
Lessons for future projects?
- There's always a way to solve a problem in development
- t's a challenge developing these games, even with the small scope and a basic framework, it's still a full game that needs to be developed
- COMMUNICATE
- get the ideas down early to speed up development and prevent wasted time and work