New method for motion on Popcorn Popper
Ram the Planet
Positive Content
- Updated Popcorn Popper, Ram the Planet, Item Dodge, and Mechanized Warfare
- Was not able to get people to attend playtests
- Got sick
Work and Hours
Alterations (~2 hrs)
- Changed assets for Item Dodge to better read how the game plays
- Edited Ram the Planet so the sense of speed is better understood
- Made Popcorn Popper spawn more popcorn per button press for humans
- Edited Mechanized Warfare so textures show up before they are shot
Final Art Implementation (~1 hrs)
- Implemented final art for each game
- Changed assets for Item Dodge to better read how the game plays
- Edited Ram the Planet so the sense of speed is better understood
- Made Popcorn Popper spawn more popcorn per button press for humans
- Edited Mechanized Warfare so textures show up before they are shot
Final Art Implementation (~1 hrs)
- Implemented final art for each game
Total Hours: 3 hrs
Personal Post Mortem
What went right
1. Iterative Design
A major part of the process for my games was the iterative design the games went through. Planet Ram is the biggest example of this process. Originally, the game allowed the players to move around in the space as they attempted to reach the goal. This was found to be too difficult to both play and discern the goal of the game. So, the game was changed so the players only had to just hold two buttons in order to win, reflecting on the original intent of the wacky nature the game was intended to have.
2. Influx of ideas
A major plus with a larger team was the new set of people that could provide in team feedback and ideas for the games. For me, it was extremely helpful to have other members take an objective look at my own games, to provide concise feedback on what was originally envisioned versus what I had produced.
3. Cooperative Goals
A major element of successfully developing the game was that we were working together in each game. What I mean is, each element of every game was designed to cohesively work together, to create a more consistent feel, rather than five different programmers designing separate games.
What went wrong
1. Playtesting
My own personal issue, I was not able to get people to playtest the game. I was unable to get people to play the game on a local machine due to the fact I only have one controller, and I was unable to get people to go to the Drexel Ride in order to test it on the motion base. This is more reflective on how I do not press people to go out of their way to do tasks that other people do not know if it would be fun or not.
2. Communication
This term, I was not as communicative as I previously was with others on the Slack. I was more attentive of the slack, but I was more hesitant to actually communicate with others. Again, this is more reflective of my hesitance to reach out to others and worrying about bothering others when they have their own work to do. I did reach out to others when I absolutely needed someone else to complete a task, but otherwise, I tried to accomplish it myself to the best of my abilities.
3. Initial Team Growth
The start of the term was a little rocky, with the initial team growth. We intended to continue with how we were operating from the previous term, but we quickly realized that with so many people, it was apparent that we would not be able to meet in person on Sunday. There was also a major influx of catching people, from the other team, up to what and how team was doing things. These issues, however, were not that troublesome because the teams, fairly quickly, assimilated into one.
Lessons Learned
Personal Post Mortem
What went right
1. Iterative Design
A major part of the process for my games was the iterative design the games went through. Planet Ram is the biggest example of this process. Originally, the game allowed the players to move around in the space as they attempted to reach the goal. This was found to be too difficult to both play and discern the goal of the game. So, the game was changed so the players only had to just hold two buttons in order to win, reflecting on the original intent of the wacky nature the game was intended to have.
2. Influx of ideas
A major plus with a larger team was the new set of people that could provide in team feedback and ideas for the games. For me, it was extremely helpful to have other members take an objective look at my own games, to provide concise feedback on what was originally envisioned versus what I had produced.
3. Cooperative Goals
A major element of successfully developing the game was that we were working together in each game. What I mean is, each element of every game was designed to cohesively work together, to create a more consistent feel, rather than five different programmers designing separate games.
What went wrong
1. Playtesting
My own personal issue, I was not able to get people to playtest the game. I was unable to get people to play the game on a local machine due to the fact I only have one controller, and I was unable to get people to go to the Drexel Ride in order to test it on the motion base. This is more reflective on how I do not press people to go out of their way to do tasks that other people do not know if it would be fun or not.
2. Communication
This term, I was not as communicative as I previously was with others on the Slack. I was more attentive of the slack, but I was more hesitant to actually communicate with others. Again, this is more reflective of my hesitance to reach out to others and worrying about bothering others when they have their own work to do. I did reach out to others when I absolutely needed someone else to complete a task, but otherwise, I tried to accomplish it myself to the best of my abilities.
3. Initial Team Growth
The start of the term was a little rocky, with the initial team growth. We intended to continue with how we were operating from the previous term, but we quickly realized that with so many people, it was apparent that we would not be able to meet in person on Sunday. There was also a major influx of catching people, from the other team, up to what and how team was doing things. These issues, however, were not that troublesome because the teams, fairly quickly, assimilated into one.
Lessons Learned
- Work cooperatively
- Ideas and feedback from anyone is a must
- Take a critical look at everything
- Adjust to keep everything consistent