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deathgame / Project Summary

What went well:

  • We managed to work as a team, everyone was there and willing to contribute. We shared our thoughts and ideas throughout the course and got good ideas from other members, on how to implement something or what would be the most efficient way to do something.
  • We managed to deliver a working prototype!
  • We got along well with the customer.

What could have gone better:

  • We didn’t know from the start, how is it exactly going to look like. So we implemented some things that later had to be changed. It was time consuming but through this we learned more.
  • We could not finish as much as we planned in the beginning because of the delays in finishing the art of the game.
  • We wish we could have added more core functionality (voiceovers, subtitles).
  • We didn’t have any experience with Unity, so it was hard to estimate the workload and time needed for completing tasks.

What we learned:

  • We learned, that it makes sense to have a somewhat clear vision, on what is going to be implemented how, before we actually start to implement anything. Writing all requirements looks boring and seems endless, but once you have everything written out, it’s easier to make the actual implementation.
  • Organisation of a project (documentations, development, tests, meeting with client etc.)
  • Knowledge in game designing, unity and C#

Changes made:

  • Changes were made in the requirements and on how something works. At first we had an initial plan, but as we got more into detail, we started to think, what would be the exact way to implement something. We discussed the problems with our customer and decided to implement some functionalities more user friendly.

Other observations we had:

  • We still have a lot to learn about Unity.
  • Our main strength is communication in general.

Customer's plans:

  • The customer plans to make promotional demo materials to pitch the idea to people.She plans to use the game prototype we made for this.
  • The customer is planning to take part in GameDev demo to get feedback for the idea and to present it in the APT GameGenerator Christmas event.
  • For the not so immediate future, the customer plans to start looking at the build and try to find more developers later (next year) after finishing art and story to continue with making the game.

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