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miner-mayhem.html
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---
layout: project-page
title: Miner Mayhem
team: Shrug Studios
role: Producer, Programmer
trailer: https://www.youtube.com/embed/tRHT8s8aJUA
poster:
gallery:
demo:
indieDB: https://www.indiedb.com/games/miner-mayhem
description: <i>Miner Mayhem</i> is a 2v2 platformer where each team must
coordinate their shared control of a single miner to win a series of high
stakes races in search of hidden gold! The catch? The only method of movement
is through the use of deployable grappling hooks! Who will emerge victorious
in this battle of teamwork, determination and grit?
development_info:
- 9 Week Development Cycle
- 5 Developers
- Unity Engine
responsibilities:
- Scheduled playtesting sessions and performed follow-up interviews
- Compiled weekly list of deliverables to evaluate progress and present to
course staff
- Wrote code for multi-player controls setup, in-game menus and level
progression systems
postmortem_right:
- Team embraced internal and external criticisms and was always willing to
re-evaluate our own decisions and biases
- Team members actively took ownership of mistakes and communicated
disagreements clearly and respectfully
- Preserved clear distinctions between roles and responsibilities for all team
members
postmortem_wrong:
- Overestimated the amount of time some team members would be willing to
commit to the project
- Meetings were often scheduled too close to important deadlines for design
changes to be implemented
- Low priority last minute changes nearly jeopardized showcase performance
postmortem_learned:
- Clearly communicate expected levels of contribution to allow for
accurate task and sprint estimations
- Avoid unnecessary last-minute build changes
- Schedule meetings that leave sufficient time for implementing design changes
---