Hug A Slug Post Mortem

In this blog i will be Analyzing my newest game Hug a slug, I will be talking about some of the mistakes that our group made, what we did alright at and what we can do to reduce these issues in the future. Like my Previous postmortems i will try and cover the most important things that went well and things that went poorly. As an added bonus i will quickly discuss a few extra events that happened during this postmortem.

Documentation(BAD)

Issue:

While in group calls i was mainly thinking out loud discussing my ideas and if my partner liked it he would write it down.(Below is the only evidence i can show)

Skype7Skype1Skype2Skype6Skype5Skype4Skype3

Circumstance:

During the start of this project my partner was in charge of most of design because of this i had little connection with the game. To make me more involved we went through and heavily iterated the idea, this is why the game was different to what we presented.

Cause:

We didn’t want to split up in the design faze we were going through each section of the HCD together to understand the idea better.

Note to self:

Documentation seems to always end up on these postmortems if you are reading this in the future go through each Recommendation section to understand the issues that caused your problems, i will also be summarizing each postmortem into one in the recommendation tab, so that you only have to read this recommendation to hopefully fix your issues in the future.

Recommendation:

Project 3.

During the design faze it is important that each person knows clearly what they are working on but isn’t 100% necessary when writing documentation. Instead of writing the documentation as a group write it separately. Not only will this confirm if you both have the same idea but also might bring new ideas from miscommunication. After everyone has written there version combine it so that the paragraph that sounds the best is new main paragraph for that section in the documentation.

Project 2

At the end of each week have a group call and go through every game play feature, each verb in your game and each noun. Do this without having the main HCD open, roughly write down every everything. Open up your HCD if anything is missing add it and if anything was missed it might be best if you just remove that feature as it wasn’t that important.

Project 1

Get your Asshole friends to play your game. They know nothing and unlike your family will be honest and will tell you your issues.

Collaborators(BAD)

Issue:

Not talking enough talking with the collaborators meant that we needed to do audio ourselves.

Circumstance:

Knowing that we really needed to work on our documentation meant that we didn’t give collaborators enough attention. Also at that early point in design we were iterating a bit and didn’t know fully what our game would sound like.

Cause:

Not enough Communication.

Recommendation:

The main issue here was that we weren’t active enough with our audio collaborators, we got carried away focusing on the design that we forgot to work on audio earlier. The only solution i can give for this problem is if you have other people helping you, design rough ideas for them to work on. Even if you don’t keep them or they change at least they will have a lot of time to work on them and if they can’t help you later at least you have something.

 

Although we did talk to our prob designers

Collaborators

Learning Audio(Good)

What went right:

Even though we didn’t get any audio this meant that we got to design our own audio, i put this under a good category because i got to learn a few extra things and increased my audio making skills. I was in charge of 6 different sound effects and one background song. although our background song didn’t go through much editing i had to edit our sound effects a bit to allow for them to loop and be the right volume.
The place where i got all of my sounds was https://www.freesound.org/
The six sound effects i was in charge of were fire, leaves, wind, crystal insertion and two sound effects for the sounds the slugs would make.

Out of all of these sounds effects the one that took me the longest was fire, leaves and wind as these sounds needed to loop and be shortened. I also had too find the right sound for the style of game we were trying to create, that being a calm rpg environment. I didn’t want to create sounds that would overpower the background music but i still wanted them to have meaning. That being said a lot of the sounds that i ended up creating weren’t added to the game, as we never got to that point of design. I just really wanted to try and create my own sounds.

I will be focusing on the wind and leaves sound effect in this explanation. To create the sounds needed i used Audacity.
To find wind and leaves i used the keywords ‘Leaves’, ‘wind’, ‘rustle’ and ‘tree’. I created these sounds together in the same scene so that i could hear what they sounded like when played together. This was important as i wanted the wind to be playing at all times but as soon as the player entered the woods i wanted the leaves to start playing.

Here is an example of what my project looked like, at this point in development i was still choosing which leaf sound effect i wanted to use in the end i choose the bottom one as it was easier to edit and was more subtle.Capture2

Even though i didn’t edit the clips that much and they didn’t sound perfect i learned a lot of basic Technics to effect the sounds using the effect tab in audacity.

It would have been completed quicker and to a much better quality if we had some audio students helping although this taught me some basics and i feel that i could at least make place holder sounds in the future.

Credit:

Partners In Rhyme – Fire
Mark DiAngelo – Wind
SpleenCast – leaves
gusgus26 – Crystal
Rocotilos – Angry
ecfike – Sigh

Extra

Questionnaire

After going through and reading our questionnaire a few interesting points of information appeared the most shocking being the amount of people that wanted to play our game again. This small question told me that our game iteration at the start of the project wasn’t completely useless and although our game was over scoped and wasn’t completed i feel that we created a demo which at least showed the consumers where the game was going. The best part being the 25% of our testers answered the they wanted to get all the things. Even though not a single collectible was added to this demo.

Myself

I learnt a lot about how i work during this course. For some reason i don’t want to submit work that less 80% complete this means that if i work on something for a few hours but don’t complete it i will, not report that until it is at a more completed state the main problem being that most of my work can always be improved so i end up not submitting my hours until much later. I work better in larger groups or by myself although my third project was over scoped i feel that if we had one more person we could of gotten a lot more done.

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