Barquentine Studios
Barquentine Studios
At the start of this project we went in with very high expectations and lots of motivation, something that can be seen in our initial scope or a ARPG and RTS lite. We were very fast off the start and were very active in seeking feedback from lectures. We were even able to get many of the core mechanics to a demonstrable level before officially starting work on the project. Because of this we were in a good position to start and on top of that were seeming to work as a very efficient team with good communication.
At the end of our first trimester on the project things begun to get interesting, overall things became more difficult as each member was stressed with various problems with some key members being completely absent for long periods of time. we became very slow with out putting work and due to lack of team members fell behind on our initial scope.
At this point we begun looking at the time we had left, who we had left and what we had done. With this all in mind we had a very sizable down scope where we cut out all the RTS mechanics. This left us with a reasonable scope and we were able to refocus and continue as a two person team.
An unfortunate side effect of this down scope though was many of the things we had done over the end of the first trimester became unnecessary for the new game scope and were difficult to full salvage.
With the end nigh the project was comfortably getting finished. we rapidly and broadly polished the game. with this we initially focused on mechanical polish but when that became done we found we had 3 weeks to finish some aesthetic polish. this went fine however with no primary modellers or shader/post processing artists we were inherently limited by what we could do.
For anyone on the project i feel it is not a good representation of our capabilities upon surface inspection. however When it comes to having dealt with some difficult cards i believe the project is fairly strong