Credit to Zoe Hammonds.
Sprint 1C Review
Sprint 1C began with one of the biggest ideas we had. In more ways than one. One of our designers, David Carey, had pitched the basis of idea that he had been trying to bring into fruition. From that basis, as a team we worked together to bring the whole thing together. The game started as Gun Lance before changing to Nomad. Sprint 1C was the initial ideas came forward. As we neared midmortem, the game would be refined further as we decided to move forward with it.
What went right?
Many things off the bat were going our way. Thanks to David, the group was able to come up with a concept that everyone liked. Immediately mechanics were drafted and possible characters were envisioned for the setting. Communication throughout the sprint was strong for a good deal of time.
What went wrong?
While things started off great. Productivity and communication began to drop, due to managing workloads within other classes in the Champlain curriculum. We eventually recognized the problem and were able to band back together to finish the sprint strong.
What could have been done better?
Communication is always something that we, as a group and individuals have been trying to master. While it was at a low, it was certainly better than earlier sprints. Fleshing out the narrative of the game was also something that we received as a critique and it was an aspect that was focused on in sprint 1D.
Credit to Zoe Hammond for art assets.
One of the VDDs I designed for Nomad.
Sprint 1D Review
After sprint 1C came to a close, the team needed to decided on a concept that we would refine and present at the midmortem to the rest of the game studio. The group was conflicted in terms of scope and defining Nomad, which initially made most of the group turn towards our first game, Cat Noir, as a safe alternative. After further discussion, it was ultimately decided that we wanted to make a big impression on the rest of our fellow studio members. It was a risk, but we decided that we would move forward with Nomad. As true to our team name, Glass Cannon Games, we would either shoot forward and succeed or shatter brilliantly.
What went right?
With the looming threat of midmortem, the team really pulled together to deliver all the necessary components to bring the game together. The narrative went through a lot of revision, but thanks to Charlie our producer and myself, we came across unique story-telling opportunities that had not been used in this fashion before. Communication was great, ideas were relayed efficiently and effectively between the designers, programmer, and artist. Work meetings were incredibly productive and everyone was pulling out all the stops to make this game a successful showing for midmortem.
What went wrong?
Not many things went wrong. Scheduling more time for preparing for the presentation might have been useful, the team performed really well regardless.
What could have been done better?
Communication could always be better, but it was a solid performance from everyone this time around. One area that had room for improvement was designers working in Unity for additional level design to remove that concern from the programmer.
Midmortem Result
After a night of an impressive showing of refined prototypes, the time and effort put into Nomad pulled off. The risk that we took in going forward with this game paid off and now we can continue making this game that everyone on the team has come to love.