Jurassic Arena Postmorterm


 We had a great time working on the project. We had a great concept that had really addressed the topic of the project.  Everyone in the team started their work with a clear goal of what should and want to accomplish at the end of the project. We were passionate and always willing to include new ideas and make them into features that would make the game a better and fun experience to play.  For me, I had a great working experience with Michelle and Cole. However, there are still a few thing we could've done better during  the development process. And  there's also a fatal mistake we shouldn't have done at the end of the development that led us to an unsatiafied project presentation.

One big mistake we had at the end of development was miscommunication. We finished our final build for the presentation the morning before the class.  The final build should contain working features and mechanics that has been tested out the night before the presentation. However, we forget to check -in with each other what we've changed during our last working secssion. And turns out there were a few changes that are contridited with each other. And as a result they broke a few core mechanic of the game and make it unplayable. Unfortunatly  we were not aware of this problem until we played the game during the DEMO section of  our presentation. It is embrassed and heart breaking to see our game didn't function as it used to, especially we've put a lot of efforts during the development. And if we didn't a better communication during that last day and if I could test the game one last time before the build, we could've avoid this error and showed the game in a much more complete form.

Another imporvement we could have in future is to increase the efficiency of addressing issues we have in the development and make plans and changes according to them as frequent as possible.  One thing that keep happen to us is that we spent too much of time working with problems we should've solve  without actually solving them until the very end of the development. Many things pointed our from our playtesters are things that were already on our to-do list. I think if we could make the changes/fixs as soon as we spotted them, we could received more constructive feedback from the playtests and gave more growth to the project.  Personally, I still need to manage my time better and be more efficient when I'm working. 

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