WarioWare Postmortem – 05/11/21

What Went Right

All in, I think we’ve managed to create a somewhat unique, fast paced game that is both enjoyable and has replay-ability. The only real challenges we faced were getting the movement right, creating a 3D character and the camera in the second level. Throughout the course of development we were mostly on track if not for the issues with movement. We communicated and planned effectively throughout the project.

What Went Wrong

Working with the team of Devon Jenkin-Hunt, Owen Bates and Marcus Eley was a fun, stress-free experience. We didn’t scrum as much as we should have but I believe this is mostly down to the fact that we already discussed what we should do next on this project pretty much every second of the day.

In addition to this, we didn’t keep on top of documentation such as burndown charts and productions schedules. We made late changes to the game such as adding an unplanned second game mode and although it made it into the game it is incomplete. Furthermore, recently testing the game, there seems to be some input lag which wasn’t present on other machines so the performance of this game seems to be machine dependable.

Final Thoughts

It would be nice to try and do a project like this in a professional environment so there are no distractions. Although my team were great, they were distracted by other people throughout the course of development. This is understandable given the current circumstance’s. The game itself turned out great and is fun player vs player experience. I think on the next project, I will take the project management more seriously and show true progression throughout the course of the next project.