This semester of capstone has definitely been not only the best game development experience I’ve had thus far, but also the best small group experience that I’ve had the honor of being a part of. We started the semester fairly casually, throwing around ideas and themes without the want to tie ourselves down too early to something we might end up tossing out after a couple of tries. The four of us worked really well together, establishing a good system of weekly work meetings on Sunday along with scrum meetings throughout the week to see where everyone was at. There were no problems with communication or anything between us, we all made it to every meeting that we set up and were quite productive at them.
The work I focused on in the beginning of the semester was prototyping a concept we called simply “plant adventure game”, which was later changed to Days of Grey. I may have focused a bit too much on this concept in the beginning, but I had a bit of a bias towards it as it was an idea that I had floated around and worked on for a couple of years in small spurts. It fit with our theme of “nature” that we came to during a meeting outside on Aiken Lawn. The prototype I devised was created in Unity which I scripted myself. I knew that programmatically it was pretty shotty, but my hope was that it would be able to display enough of the intent I was going for with the game so that I could work with Chris on devising a smoother rendition of it later.
Once we made the switch to Treevolution my work shifted from a more scripting heavy workload to content designing and documenting, as well as some producer work. This is also the time when our teams cohesiveness really started to shine, now being able to focus all of our effort and time into one concept. This isn’t to say that we weren’t working well before, we certainly were, but when we
We continued throughout the semester with a mentality that really looked a lot more like a production cycle unfortunately now that I look back. We worried about what features we wanted in the game and focused too much on how the game needed to feel and work on a finished level. We didn’t spend nearly enough time refining the actual vertical slice, especially the tutorial part.
I had fully come to my own terms on why we hadn’t gone forward during break, however once we got back to class aspects of our presentation and other reasons why we didn’t go forward arose and added to that feeling of closure and made it feel much more whole. I had thought that we simply hadn’t prepared the vertical slice enough for the ten minute play sessions that we had, especially with ours since a typical game took roughly fifteen to thirty minutes to actually finish. But what we went over in class revealed was that we also hadn’t truly finished how to explain the game. This was something that we had struggled with the entire semester, so it wasn’t too surprising to hear.
I have no regrets from working on this team and this prototype, I still love it now and would like to continue working on it bit by bit if and when I have the chance. But the part I’ll be missing most this next semester during production is the team dynamic we were able to hold up this semester.