Post-Mortem
- Developer: Team 11 in Senior Design, Spring and Summer 2005
- Number of Developers: 5
- Length of Development: 8 months
- Personal Development Hardware:
- Standard Home PC: AMD Athlon XP 2400+, ATI Radeon 9550, 1GB RAM
- Senior Design Lab PC: Intel P4, Intel integrated graphics card
- Software/Tools Used: Torque Game Engine (includes in-game mission and GUI editors), Visual Studio .NET 2003 (minor C++ code changes), Audacity (sound editing), Paint Shop Pro (basic weapon skins), Tribal IDE (script file editing), Fraps (benchmarking), dbPowerAmp Converter (recording and convertingMIDI to .ogg)
- Release Date: August 5, 2005
- Target Platforms: Currently Windows PC (engine does also support MacOS and Linux)
- The Torque scripting language
- Using the in-game mission editor
- Tasks known in advance
What went wrong:
- Limited playtesting
- Possible game ending bug
- Inefficient source control
- Audio issues
All in all, we did get the project done, so I’m definitely happy about that, and it was a great learning experience. It was definitely interesting dealing with some of the complexities of team development and making sure everyone is on the same page, and for the most part, we accomplished that. We got the project done, we nailed most of our requirements, and made decently fun and silly game. I think what kept me going was just my general passion for game development and knowing the satisfaction I would have when the project is completed. It was a great experience though, and I hope to be doing it again soon out in the real game industry.