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Journey's End PPJs 08 (FINALS Week)

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Jackson Harding, PPJ 8, Postmortem

Three things that went right:


1. Team work - We worked together as a team and, at least for me, I did not have a lot of conflicts or disagreements with people. There was good communication between me and the team manager. I felt like he steered the boat in the right direction. Everyone did an equal amount of work it seemed and it was fun to work in this group.


2. The Concept of the Game - The idea behind the game was very solid. Minor adjustments had to be made to the idea, but most of us agreed on the goal and the vision. This helped us get on the same page on the programming side for figuring out how to display choices, select them, run actions, etc. It allowed for technical development to be more fluid.

3. Art and Models - The models and art assets looked really good and I thought the art side of the team did a great job making the game look amazing.

Three things that went wrong:

1. The script - I think too many writers caused the script to have conflicting themes and styles. If one writer was dedicated to making the script with others helping edit and make comments I think it would have flowed better.

2. The lack of unity developers - If more people had downloaded the unity project and gotten git set up, it would’ve eased some of the load on the programmers. The modelers could have seen what their models look like in the scene, and the writers could have seen what their script looks like in the game as well. I think this would have made the final project coalesce easier.

3. The lack of program structure - The game should have had a single workflow pipeline much earlier on and the choice selection should have been more fledged out. This is partially my fault and in the future, I have learned it is essential to plan out code modularly and better so that changing certain aspects or adding things in the future becomes easier and less of a spaghetti-fest.


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Our Personal Production Journals for GMAP 377-001, taken dur...

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