Monday, December 8, 2014

NeverYear Games Week ? - Postmortem

I guess this semester is finally over. There have been goods and there have been bads, but everything worked out pretty great in the end. Let's start with a little recap, shall we?

  • While still in Montreal, our team was formed and we, the naive, bright-eyed hopefuls, were ready for anything!
  • Over the summer, we had quite a bit of communication such as determining team name (at least attempting to), coming up with quite a few game concepts, and generally brainstorming. 
  • Once the semester started, we decided to try to work on We Love Nuclear Armageddon and Death: The Game.
  • We got to the point where we were going to drop WLNA, but ended up sticking with it after bringing it to mobile was brought to our attention. Thus ended our work on Death; The Game.
  • The majority of the semester was then spent on polishing and balancing WLNA, and adding a few features as we went. 
  • Then came time for presentations, and to be frank, we had a really poor first run at our presentation. After some tweaking and presenting it again to the class, we realized it was still really bad. 
  • We then went to work like crazy and after over 12 hours of working in one day (probably around 32 man-hours in total) we had a suitable presentation with decent videos! Or so we thought. 
  • As it turns out, our presentation was at least good enough to get us through to next semester, and after drafts, we had our full team in order, going from a team size of four to ten. 
Now, if that wasn't a bit of a roller coaster, I don't know what is. Overall, I'm pleased with the work done by everyone on the team, especially the work that Alex, our programmer put into the project. Let's face it, if we didn't have such a competent, passionate programmer who's easy to talk to and get along with, we would have been dead in the water. I'd also like to give a shout-out to Mike, our artist, who made a lot of very nice 2D assets for WLNA despite being primarily a 3D artist. As for Mancino and I, there doesn't seem to be too terribly much that we've done that's exceptional, but without the miscellaneous tasks we took care of and the meticulous balancing and number crunching thanks to test sessions we helped run, the project may not have been able to carry on. I guess what I'm really trying to say is that our entire team is awesome and I'm super happy with the work we did this semester. There were definitely a few hiccups, though, and we were able to get through them as a team and learn about each other's likes/dislikes and opinions on the process of game development, and I think this is going to make next semester much easier, especially in terms of getting our new members caught up with the project.