Sem 2 Dev Log 2


Over these past couple weeks I've been practicing being more concise with my group.

It all stemmed from this one thought that "even if someone says they know what you're talking about they're imagining their own thought of how that might look". The week prior our group ran into a little confusion about pixel ratios and the sizes of our sprites. To circumvent the confusion as a group we met up and started grabbing images and drawing little examples to communicate our thoughts. Additionally, if the group had no idea what someone was talking about it was the groups responsibility to say "I have no clue what the f#ck you're talking about".

The other thing we went over was our team roles and responsibilities.  We organized are future tasks into one large list with the intention that we all work on it one at a time, bit by bit. We re-distributed some of our role responsibilities and touched on some of our scope goals such as: 2 tile sets, a larger pixel ratio (64x64), and stripped it down from two colour pallets down to one.

Another thing we went over was our playtests. As a team we gathered  all the data for our review and we edited our scope accordingly.  We also re-visited our narrative themes and  story lines to create a more cohesive world for our players.

Comments

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Communicating is a real skill, its easy to zone out or not understand something without speaking up, and it just snowballs. A picture really is worth a thousand words; I find MS Paint is perfect for when I can't find the words to convey my ideas. Or annotating a screenshot of the game to explain UI ideas. Goodluck with managing the new list and I hope this is exactly what your team needs for a fresh start!

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I like that you guys have re-evaluated your plan as a team. Often the first version of a plan is out of scope so coming back to it after the first round of playtests is a great idea.

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Hi Matt!

I think it's so interesting you use that quote to describe your group dynamic. I believe that even with the perfect references to communicate ideas, team members will never fully understand because they still have their own interpretations on things. Adding on, I believe that as long as you all have key buzzwords in the experience you wish in the game, maybe it'll come out alright? Best of luck, friend :)

Best of luck Bestie :)

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There's a good quote from a designer at Bethesda, Ellys Tan, who says it's best to "over-communicate, and always assume the best intentions through text" when regarding working with a team. I think it's a good piece of advice, considering the struggles we had with clarifying our ideas.