1.1 - Post Jam Update (The Team of 14)
Wow! We can't say it enough, a team of 14 was insane. (But we all loved it)
The challenge we gave ourselves with a team this size was to emulate professional organization as much as possible.
There were things that went well
- Having lead roles decided meant we knew how to trust each other.
*Can't suggest this enough, define roles and expectations.
- We even practiced on other projects before GMTK, this strengthened trust as well.
There were things that could have been better
- In the end there was a gameplay-destroying bug (now fixed) that made the game last 30 seconds.
- There were ups and downs using github, eventually we opted for a free version of Unity Collab at the halfway mark
*The biggest note was to organize, organize, organize. We couldn't have overdone it.
Right after the jam, exhausted, we talked as a team about how we wanted to work further with each other to polish the game (and maybe work on another project!).
UPDATES
- End cutscene √
- Tutorial √
- Tethering mechanic fix in multiplayer (still requires testing)
- Disconnect button when a player leaves/disconnects
- Better waves √
- Leaderboard [incomplete]
- Score system √
- More visual & sound feedback √ (more will be added soon)
- Fixed projectiles bouncing off enemies and not getting destroyed right after a stage has been complete
Files
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