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Writer's pictureZach Harris

PPJ 9 Post-Mortem

This past week I Implemented the light grail visuals. They looks pretty awesome. I lost most of my time to Checkers for CS451

3 things we did wrong: - We didn't use source control properly. The way we would generally do things is: Branch off develop, and make pr into develop when your things are done. These prs would be tested (or not) by Nick and Idan and merged in. The fact that only Nick and Idan could merge into develop makes the idea of having a Develop branch trivial, since we don't have "releases". If you lock down Develop, you've effectively made Develop the new Master, and you've made Master useless. - Artists had trouble pushing assets. This is understandable for people without git experience, but we could have dealt with it better.

- We didn't cut things quick enough. Things were past the point where they were going to be possible and we still pretended they would be possible. We also adapted the mentality of "an artist made a thing, so we have to do it".


3 things we did right:

- Our developers got along well and share a lot of similar interests.

- Our environment was less competitive vs last term simply because we weren't fighting against other groups to push our game forward. This is a huge plus and made it easier to focus on doing things for the sake of bettering the game

- We invested time up front to make expandable systems and followed a lot of good programming habits. Personally for me, My availability could have been better. I have biweekly appointments that often clashed with our weekly dev meetings, and even our final presentation. I tended to stick to only developing grails, which worked well for our needs. No one else had to worry about implementing grails, and I didnt have to worry about anything except implementing grails. I see this as the ideal circumstances for team projects, assuming you've set up a system that makes everything mesh together.

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