Unit 2: Production Management
Games are hard work and I hope everyone understands that, every part in a game you play could have taken weeks even months to make and put into the game. Games are easier as a team effort then doing everything by yourself, but easier doesn't mean effortless and if one cog in the machine isn't working like the others, the machine will break down. Everyone has a part to play in the team and you have to be prepared to pick up the slack and make a playable game. Online project management websites like Trello are really helpful for show who's doing what and at what time it should be done, you can't rely on your memory alone when it comes to that. In the case of my role, I was programmer but I also was apart of the discussion of the direction the game Strang View would go.
Before planning out Convexity and User Experience you need an actually idea for a game, and our team was caught in a cross roads. Both sides wanted the game to be two different things, one side wanted it to be character driven while the other wanted it to be horror driven. I have to admit I'm a sucker for horror games, the fact that with creepy designs, compelling stories, and audio design can freak a player out of their seat, but there is the problem of that being very hard to get down. Good horror games are very rare to come by, which was definitely one of the reasons not everyone was on board for, but it wasn't like good characters are easy to make either. This lasted about a week and I found myself kinda caught in the middle, so we got to the point where we had the idea to mash the ideas together and have an actual idea of what we are doing. Once that was behind us we all made plans on what we had to do for the game, I was the programmer so I had to make sure I knew enough code to make the game functional. Programming is the glue to any game, you can have all the pretty graphics but if your character can't even walk it's not a game.
Before planning out Convexity and User Experience you need an actually idea for a game, and our team was caught in a cross roads. Both sides wanted the game to be two different things, one side wanted it to be character driven while the other wanted it to be horror driven. I have to admit I'm a sucker for horror games, the fact that with creepy designs, compelling stories, and audio design can freak a player out of their seat, but there is the problem of that being very hard to get down. Good horror games are very rare to come by, which was definitely one of the reasons not everyone was on board for, but it wasn't like good characters are easy to make either. This lasted about a week and I found myself kinda caught in the middle, so we got to the point where we had the idea to mash the ideas together and have an actual idea of what we are doing. Once that was behind us we all made plans on what we had to do for the game, I was the programmer so I had to make sure I knew enough code to make the game functional. Programming is the glue to any game, you can have all the pretty graphics but if your character can't even walk it's not a game.