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Evaluation and Improvement TD2020 (Lessons Learnt (We had the right people…
Evaluation and Improvement TD2020
What we did well
We stuck to our initial time plan for the majority of the project
We had good art design
The game development worked and had interesting features
We had a working game within the time frame we set ourselves to develop, the downside is that it didn't fit the requirements we set ourselves at the start of the project
What didn't we do well
We didn't plan effectively
We didn't stick to our initial plan as we progressed
We differed from what we tasked ourselves with
Our task was to create a "somewhat diverse experience" which we failed at doing
We made a game that constantly looked different but always played the same
Lessons Learnt
We had the right people to begin with, we just didn't have everyone / thing we needed
We had the art
We had the code and development
We didn't have the planning
We should have used one of our earlier versions as a prototype to test against our requirements
We had the wrong testing audience
When users tested our game, they told us things we wanted to hear, but not what we needed to hear (Corrective Feedback)
We tested too late
We had tested and used the game too long, we couldn't see the key factors we missed out on
If we could do it again
Plan better and stick to plan constantly
Test game earlier - use the previously mentioned prototype
Use an early version as a prototype for the game
Add some improvements to the game
Change some sprites to be more appropriate for purpose
Add level specific mechanics to make each level feel more different than current as they are just a different tileset at current
Change the font as it feels too terminal-esk
Edit the design and ordering of the levels
Either create or remove the current hub world graphics
Slight UI Edits