1. We successfully created a system capable of pooling selected mini games
The primary focus when this game was initially pitched was to create a platform in which you can select games out of a pool and play them; secondarily we were to use the base code from our initial 10 week development period to use as a foundation for most future game ideas. Considering we have a wide unique array of motion in each mini game, I would say that this venture has been successful. The code base for driving, flying, sudden jerks, and bipedal motion are all included in our current build, with a WIP idea for boat physics--these things cover most groundwork for code that we would need.
2. Collaboration
Despite every person approaching the beginning of this term with unique ideas, each person was able to neatly collaborate on this game, partially due to the doors it opens. Half of our tech demo games from week 3 were used in Alien Arcade, and the team was able to incorporate changes easily and without debate. Those that didn't get to incorporate games had great input into the current build at hand and didn't fuss about ideas they weren't partial to. If there was a problem at any point, the group addressed it simply and found out a way to solve it, together. I'm fairly certain there were no points in which there was a disagreement between us, and the work we accomplished really speaks towards our willingness to function together.
3. Capable of Solving Issues Efficiently
It is no secret that despite everybody's best efforts, there simply were issues that we had to deal with over the term. We are only human after all, and when these issues arose they were always either highlighted to the responsible party and dealt with post-haste, or it was mentioned to the entire team at which point we split off to fix whatever went wrong. This was the case in multiple cases; when the work on the Mech Game was delayed, when I accidentally created 3D models (instead of cardboard models), when everyone was still cranking out new resources with only 2 weeks to go. All of these issues were dealt with very well and this is just me speaking from the art end--I'm sure that the coders handled many more issues (One I'm aware of is the motion base bug). Because we were capable of this efficiency, it allowed us to complete alot more in our allotted time.
What went wrong?
1. Lack of a Gantt Chart
I think this is pretty straightforward. Had the team been referencing a Gantt chart or other similar project management, we wouldn't have had to be confronted in the 11th hour to stop making new resources/adding to games. We could have adhered to a strict schedule and been aware of what we needed in the weeks ahead. Granted, we ran into a few hefty bugs that took awhile and inevitably some portions would run into other weeks--but it would without a doubt have kept us all on the same page, instead of meeting once a week and delegating tasks randomly based on current progress.
2. Communication
In the early onset of this project, we communicated via email. Needless to say, this was disorganized and worked horrible, especially with Drexel's email system: some people just wouldn't get group communications because their mailbox was full, and others just wouldn't check. After 2 weeks of this nonsense, we moved to Slack, which alleviated much of our communication issues to almost 0--to those who used it. Many did what was asked of them regardless, but some didn't check the slack often or got notified when they should have been. I was on constantly and almost instantly replied when I needed to, as for others I can't say the same. Some people barely used the slack at all. And communication mediums aside, sometimes tasks were garbled and confused, causing people to not do the right thing or nothing because they were unsure of what to do. This happened very few times, but communication was surely a factor. Communication issues will always ensure when there is teamwork though, and overall I think we did moderately well.
3. Work Ethic
This is a bold statement, I know-- and it surely doesn't affect everyone. I can really only say this at a personal level, but sometimes my work ethic suffered. Of course everybody has more than just this project to do, and I'm understanding, but most of the work for the majority of the term was completed seemingly last minute. As time went on I got better with it, not doing all of my work on Wednesdays and instead having it finished by Monday night or Tuesday afternoons, but I certainly feel like others also waited a similarly long time (or longer) to complete their work. Again, I only can accurately measure my time spent: I did complete everything I was assigned to do usually (unless surprises occurred that took more time). I just work well under pressure, so naturally I wait in order to give myself that motivation.
How are these issues resolved for future projects?
The answer to this one is quite simple, I feel. We'll most likely have laid out groundwork for what needs to get done so the team isn't delegating jobs on a per-week basis; it allows a better insight into our final goal. Communication will always have somewhat of a rough road, but if we are more aggressive with standards or simply having people report in once a day it will probably solve all of the issues there. As far as work ethic goes, that is up to the individual to fix. To a certain extent team members can add pressure, but that isn't necessarily good or helpful for the team as a dynamic--ultimately it is up to each of us. For me, I've already accepted that I need to complete my work sooner. For others, it may be similar or it may come later. Meetings will iron out most of the remaining team problems and enforce (what should be) these new policies to insure that we won't have to deal with as many problems next term.
Lessons learned for future projects?
The lessons that working together with Team VIIcious for 12 weeks have taught me:
- Most bugs, however large, are workable for your goal
- Communication is key to creating content
- Even though mini games sound easier than a single game, there is just as much work
- Version control is a lifesaver sometimes, even if Perforce is the devil
- Keeping momentum at a high is important for productivity
- If a team is able to collaborate, it makes teamwork so much more enjoyable
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