Post-Selection
2014/12/01


Overview

During the early stages of this sprint, our team went through a final display of our presentation pitch and demo session. Along with twelve other teams, all development projects pitched their ideas in hopes of eventually taking the projects to production at the start of the next year. Our team successfully passed, and was submitted along with five other titles to continue development for an additional semester. Until then, most of the project tasks will be minimalized until the project cycle begins once more.

Final Presentation

As we had a lot of time to polish and finalize all aspects of our game for the presentation, we also were able to put in a decent amount of time to effectively rehearse and finalize our video. The actual presentation, primarily given by Sam, was very successful, and our video demo was greeted with laughter and applause. This, along with Sam's ability to flow through our major topics, allowed us to conclude our presentation in a high note. Following the presentation, we were pretty confident in moving our project forward, as our team was also not seeking to add many people or involve an excess amount of resources.

Demo Night

The demo night was relatively short, and everything went smoothly. With a few devices, we remained on standby in the event of any major issues or to answer faculty questions. Faculty provided us with additional ideas moving forward, but otherwise, we allowed them to play through our games and move onto other projects. With twelve projects to sample during the night, most of the faculty were quickly seeking to test the games without devoting too much time.

Announcements

Once again, while we could never guarantee passing the selection process, our team felt strongly about our game's potential. With the amount of time we devoted toward polishing the game, detailing our eventual plans, and creating our presentation, we believed that our team had a good chance of moving forward. Furthermore, given the nature of our mobile game and its already proven utilities, our team would not require any new technology, major risks, or skill resources. These factors allowed our project to have a well-founded pitch, and eventually enabled us to be one of the six teams moving into production.

Although we did not require additional members, we did acknowledge that having another Micro-Game designer and 2D artist would further bolster our development process. However, our team is not able to accept much more than that. Since the only major development for the project is the achievement and progression system, there was never really a necessity for recruiting another programmer. While they could potentially increase our ability to churn out Micro-Games, there is also the potential that the testing process for new Micro-Games would force programmers to work at a slower pace. Therefore, I will be gradually developing the achievement and progression portion, while also implementing the new idea Micro-Game ideas from designers for the duration of the Production cycle.

Conclusion

During the next few weeks, most of the project development will likely reach a halt until after the winter break. There will be a Post-Mortem discussion soon, and I will likely be adding a final blog post representing a programming Post-Mortem as well. However, until our team reconvenes after winter break, Micro-Game development will be kept to a minimal. I may potentially begin refactoring or developing back-end features during the winter break, but these will not be required by weekly sprints. We've managed to recruit another designer and artist, so our team will now have five members beginning in January. Due to the simplicity of the remaining systems and features, it will likely be possible for me to complete them over break, therefore focusing mostly on implementing designed Micro-Games during most of the production process.