Personal Postmortem Things that went right: 1: Group member roles and workloads were typically very well defined and separated. We had very few issues with overlapping or conflicting work. 2: We communicated pretty effectively and easily contacted each other when we needed help or coordination while adding to the game. 3: We all mostly agreed on our vision for the game, and never really had any arguments or disputes regarding how the game should play or look. Things that went wrong: 1: Most of our work happened 1-2 days before the due date, and sometimes we'd even be patching bugs and getting things working mere minutes before class started. 2: Though we met on most weekends, we only planned our work during those meetings. We actually DID the work separately, only to meet right before class and compile it all at the last minute. 3: Sometimes features that were largely complete wouldn't make it in the week that we'd made them because we'd encounter a bug or ...
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