Summer time is upon us and we need to figure out how we’re going to handle that so that we’re not behind in development when we come back from summer break.
Our team had a post-mortem and talked about a lot of good things that we want and how we’re going to get them. The engineers have each taken it upon them selves to take a mechanic and build up mock levels that will prove or disprove a certain mechanic. The artists have decided to workshop a number of different art styles so that our game not only plays cool but looks cool while doing it. 🙂
Paul and I are going to be thinking about puzzles and the over flow of the game.
Now, what are some life lessons that I learned from this past semester? Well, it turns out that our team suffered what people call “thrashing” that is, you rapidly come up with new ideas and say is that fun? Then a new idea, is that fun? Never really iterating on what we have and just taking shot after shot after shot in the dark hoping one will stick. That doesn’t work unfortunately. The problem is then how do you pull out of that? Eventually someone just has to say enough is enough and to put their foot down on something and force the team to work on it till something “fun” pops out.
It’s not a perfect system but it’s all we could do. And that’s what we did for our EAE fest build. And it was a good thing we did, and that it was something that was semi stable. This game’s goal is to be a narrative driven card playing adventure game. Sounds pretty sweet right? In order for that to happen we as a team have to take initiative and decide that we’re going to work on it over the summer. And a large part of that is going to be how well Paul and I, the producers stay on top of things and remind others of our obligations and goals.