Today we presented our first game prototype to Kate, the customer. It was really interesting to see her reaction when she played our game. She even spoken out her emotion. "Oh, I missed it." "Come on! Come on! I want to get it!" Her reaction was what we wanted. She even played it three time!!! I am glad that she likes it.
Looking back at the process, it's amazing how we finish the prototype without even knowing Lua or MOAI previously. We, all of us, indeed did a really great job. I remember how depressed I was when I looked at MOAI at the first time. I had no idea at all how to work with MOAI, how to make something of it. I even didn't have any idea how to set up MOAI environment into my computer!!! This was where internet and friends took part. It was indeed took me time to get a grasp on Lua/MOAI. Good thing is I kept telling myself to keep going. Just jump into the code without even bothering myself to read the textbook/ reference book/ materials on either MOAI nor Lua! I was really grateful that MOAI SDK included some nice samples where I can learn MOAI from.
Everything comes into light later after we, the engineers, split up the job. I felt we more into the team work after splitting the job. And, frankly, it made me even more at ease. It was getting more and more relieving after we finished the game core and the art. Well, Jason and Jake did the game core while Alice did the art. OK, we got the game core, the art, and the UI done. What's next? Of course merging all of it into one single first version code.
Jason told me today that he wanted to sit beside me this Monday to help me merge the game code and the UI but I completed it on weekend. Sorry, Jason, it's not that I didn't want your help. I just couldn't stop myself to try it which I luckily could merged it without any problem.
Jake also told me that he felt bad not to involve me into the game core development. Don't worry. I never felt that I was being left out nor not important. This is a team work. Everyone has their own job to do. That's why we split up. If one people ended up feeling that they are being less important than the other, he/she should speak it out. If the game core doesn't have UI, the game won't attract player to play it. So, don't worry.
The only big issue we had and we agreed during this game prototype is "COMMUNICATION". Communication has always been a big issue in every company regardless the product they made. Even in a small team of 5 like us, communication is often forgotten. We never really felt that it's important until something happen.
Overall, the good point on this game production are:
- splitting the job
- good team work
and the bad point are:
- lack of communication between engineers and artist
- lack of progress report from engineers to producer
- lack of problem discussion between engineers
Final game trailer
Looking back at the process, it's amazing how we finish the prototype without even knowing Lua or MOAI previously. We, all of us, indeed did a really great job. I remember how depressed I was when I looked at MOAI at the first time. I had no idea at all how to work with MOAI, how to make something of it. I even didn't have any idea how to set up MOAI environment into my computer!!! This was where internet and friends took part. It was indeed took me time to get a grasp on Lua/MOAI. Good thing is I kept telling myself to keep going. Just jump into the code without even bothering myself to read the textbook/ reference book/ materials on either MOAI nor Lua! I was really grateful that MOAI SDK included some nice samples where I can learn MOAI from.
Everything comes into light later after we, the engineers, split up the job. I felt we more into the team work after splitting the job. And, frankly, it made me even more at ease. It was getting more and more relieving after we finished the game core and the art. Well, Jason and Jake did the game core while Alice did the art. OK, we got the game core, the art, and the UI done. What's next? Of course merging all of it into one single first version code.
Jason told me today that he wanted to sit beside me this Monday to help me merge the game code and the UI but I completed it on weekend. Sorry, Jason, it's not that I didn't want your help. I just couldn't stop myself to try it which I luckily could merged it without any problem.
Jake also told me that he felt bad not to involve me into the game core development. Don't worry. I never felt that I was being left out nor not important. This is a team work. Everyone has their own job to do. That's why we split up. If one people ended up feeling that they are being less important than the other, he/she should speak it out. If the game core doesn't have UI, the game won't attract player to play it. So, don't worry.
The only big issue we had and we agreed during this game prototype is "COMMUNICATION". Communication has always been a big issue in every company regardless the product they made. Even in a small team of 5 like us, communication is often forgotten. We never really felt that it's important until something happen.
Overall, the good point on this game production are:
- splitting the job
- good team work
and the bad point are:
- lack of communication between engineers and artist
- lack of progress report from engineers to producer
- lack of problem discussion between engineers
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