What went right:
- We managed to change the game based on given feedback relatively quickly. By like week 6, we as a team had the workflow of changing the game down so it grew a lot in the last weeks.
- Some features were finished relatively early, so it free'd up time for newer tasks.
- Good collaboration between art and dev team. Artists knew how to handle their work and make it compatible with our code base, and vice versa. Communication on the discord also helped a lot with this. Not everyone could meet face to face, but communication was always there.
What went wrong:
-Dev work in some weeks suffered from unnecessary bugs or problems that could've been fixed by a good grasp of source control and testing. Testing was also underused in our game. We lost time tracking down errors that could've been found earlier with the correct testing.
-Schoolwork was also a big, if not the biggest, downfall for some of us. We got a lot done and we're all proud, but we could've done a lot more with more free time.
-We struggled a bit on deciding what to implement with our time. We have very big ideas for the game, but of course we couldn't do all of it. Some features might have been talked about in one class, but never implemented by the end in favor of something that would satisfy the feedback we were getting.
What would I do in my next project with this information:
-Definitely establish a workflow for source control and testing. By far the biggest time waster was solving git issues and correctly testing new features before a demo. Besides that, I would personally still enforce weekly face to face meeting because it does help team morale and vision of the game.
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