Friday, April 8, 2016

Reviewland

When I joined this team at the beginning of the semester I was still unhappy about my last team getting cut due mostly to a factor that was completely beyond our control (the server service we were using for hosting was down for the hour we were demoing our game to the faculty). I was also quite worried to be joining a team that had fired their artist last semester.  As the semester started and I became more familiar with the team the worry and the unhappiness faded away, the original team was a joy to work with and the other new members of the team were equally as easy to work with. I was surprised how much I came to care about the game given that at the start of the semester I wasn't particularly interested in the premise.

The team got off to a slow start adding several new movement schemes and not much else. We did not focus on putting together a stable build and chose instead to keep adding features. This caused a great deal of issues early on as we tried to add several features and weren't able to test them thoroughly and they caused game breaking bugs.  After a several weeks of this we stopped, took stock and realized exactly what we'd been doing up to that point, we buckled down and resolved to focus on having stable builds. With a focus on always having a stable build at the end of a work session we started to catch up to where we needed to be. It still took crunch time for us to finally catch up to where we needed to be and last week's Alpha deadline enforced that crunch time. We are currently where we should be and even during the period where we were behind the team was dedicated and willing to pull all-nighters to get our work done.

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