Successes, challenges, what you learned, and possible future revisions


Successes:

What we did successfully is that we worked steadily throughout all three weeks, more specifically we added a baseline frame to the game that we could all could build upon. Furthermore, we also produced some form of all the aspects of the game we wanted, (Adding an elevator level, adding zero gravity, and different levels)(Except a barracks level). The final successful thing we did was using Trello to divide up the work and track progress. When we wanted a task done/commission art, we could just put it on the Trello and find that someone would take the task and try to get it done. That streamlined the process and made communication a bit easier.

Challenges:

There were a lot of challenges that we faced when we were developing the game. 1. We faced a lot of git challenges, especially when it came to merge conflicts. Due to a lack of communication, we would end up changing the same scenes and prefabs, then one person would lose work.  A potential solution to this problem is better communication. We don't think branching would help this problem because of the way Unity merged prefabs(or lack of merging). Another challenge we faced was a lack of understanding of different features. In our rush to make the game cool, we all added our own cool little features to add some spice to the game. The issue was that we added features that not everyone understood, so it became very difficult to implement other people's features, and it added to the complexity of the game which leads to the next point, bugs. Our game had lots and lots and I mean lots of bugs. Due to our time constraints and the complexity of the game, we had very little time to squash all these bugs. In the future, we might want to have our crunch time much earlier so we have more leeway when it comes to debugging our code.

What you learned:

We learned 2 very important lessons. One, Communication is very important when working on teams, especially in a remote environment. For big projects like this one, it is very important to keep track of what's going on. Projects can easily become cluttered and messy when there are many different hands working on the same thing. There needs to be strict delegation and communication to ensure that everyone knows what is being put into the code and how they can use it. Secondly, game programming is a difficult task. Even though we put over 100 hours into the project, we were nowhere close to the final product we envisioned. Game programming has a lot of nuances that can extend the amount of time it takes to make a game. To make a good game, a lot of time and effort needs to be put into fine-tuning the experience so that it is enjoyable.

Get Space Invading

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