PPJ #9: Nelly
Nelly Duke PPJ #9 (June 13, 2024)
What Went Right:
I think our team meshed incredibly well together.
I think that we are all intrested in similar themes and are really excellent during brainstorming sessions.
There was always someone there if you needed help. I also think our team was made up of immensely creative and open people.
We had a lot of artists which made for an amazing game from a visual perspective.
What Went Wrong:
I definitely think we were a little shorthanded on programmers considering the scope of the game.
I think that we had a ton of ideas with no real grounding or pushback which ended up giving us a very heavy workload. I think in general we should've had a few more discussions about scope.
I also think that the amount of artists we had was a little bit of a too many cooks situation, sometimes there was a clash in visual style.
Lastly, though this issue really couldn't have been helped, at least on my end, though I think it is true for some others, this was a very difficult term mentally filled with a lot of unfortunate events which definetly impeded our progress. This especially hit the project hard because there wasn't many programmers too begin with which saddled Kerri with a lot more work given my absence.
Lessons Learned:
I think the big take away here is that what ever amount of work/ scope you think you can handle for a game should be cut in half. It's so easy to not see how big of a workload you've created during brainstorming, I think we had a lot of ideas but lacked some foresight.
I think next time we create a game we have to be incredibly careful to stay grounded.