Looking back at this project I have come to the realization that time management and management of the team members is the most important thing. Initially everything was great. We were all so excited to create a game with our own narrative spin. The first thing that went right was the fact that we are agreed on one game and we all allocated ourselves to tasks we felt we would be able to accomplish.
So First good thing was -Diplomacy.
The second great thing to happen was source control. Erin and Noah introduced me to source tree (a program I didn’t know existed), it allows for pushes/pulls of any files. Pushing puts your own files in a repository. While pulling, grabs your teammates “push”. This made getting everything together way easier than I had previously imagined possible.
Second good thing -Source Control.
Here is where things get messy. Management was a serious and critical problem I felt throughout this entire development cycle. That’s all I’m going to say. The amount of resources we had to work with was poor and the team management didn’t help. I have learned from watching that if I eventually want to lead my own studio, task completion must be iron-clad and things need to be addressed from the beginning. If something needs to get done, do not give them a option, get it done. We should not be dancing around features with 3 weeks left.
First bad thing – Poor Resources/Management
Second thing that destroyed many of us was time. I do not feel that with my workload on top of this class that creating a fleshed out game is even possible. We did not have the time or knowledge to get to where we wanted. While I’m very happy with my team and what we have accomplished. This was just too much. Some people working on one day finishing a task only to here that something is missing because someone wasn’t working yet. When you go to test everything breaks and you spend the rest of the waking hours bleeding your eyes out. I personally felt this when I had to recreate our level. I can only imagine what Noah felt like the past 5 weeks. Since, he held to main build for the entire project.
Second bad thing – Time (not enough)
So after that semi-rant, a couple of lessons I have taken from this is one. Rule with an iron fist or your employees may procrastinate/complete tasks leisurely. Leading to a worm hole of problems and sleep deprivation. But more importantly, make sure that if you set a release date for your game that it is actually possibly to attain. Give your team adequate time to make your game/vision possible.
In the end this was our first time creating a game, for some, first time touching unity, first time leading, first time animating, and first time programming for a game.