Retrospective on "Memory"
I spent 5 days creating a simple card matching game, using Unity. Today I’m going to reflect on what went well and what didn’t. Why do a retrospective on something so trivial? I believe that learning from past experience is a skill that will improve my trajectory as a game developer. And like any other skill it takes practice.
What went well:
+ I made and delivered something. One year from now I don’t want to have a hard drive full of secret, unfinished work. I want to plan and deliver tiny games and learn from my mistakes, over and over and over.
+ I picked up new skills in the process (UI Toolkit + UI data binding, saving progress to disk with EasySave, using DOTween for animations). I did this project to learn these specific skills, which I believe to be fundamental.
+ I included my kids in play testing and they successfully found bugs!
+ I broke the work down into tickets to keep me on track using Trello. At first I did not do this given how small I thought the scope of the work was. But I was quickly reminded that my memory is terrible and I’d constantly forget what I planned to do if I didn’t write it down.
+ I successfully made coding mistakes that I can now look back on and say “I’d do that differently next time”
+ I gained valuable experience from a very small, low stakes project without wasting too much time
+ I downloaded sample projects to help me learn, in this case the Dragon Crashers project provided by Unity
What can be improved:
- I underestimated how long it would take me to deliver. I thought I’d be done in a day or two but it took five. Classic developer mistake.
- The things I underestimated the most:
- The time it would take me to learn UI Toolkit, even just to the small extent that I used it. I suck at reading/comprehending Unity documentation.
- The time and thought required to design UI. I made the very dumb mistake of not designing what the game would look like in advance. Instead I coded first and designed in my code editor through repeatedly building the UI. Only towards the very end of the process did I wisen up and start iterating on design using an actual design tool, in this case, Figma.
- I didn’t take enough time to think through the user flow outside of the core game play. The core game play rules and mechanics are so simple that I didn’t have to solve anything about them in advance. But outside of the core game play there are features that I didn’t spend time to think through before coding (eg. saving and loading your fastest solve times to disk per difficulty level, creating a menu to change difficulty level, giving the player the ability to restart the game easily, etc)
- Putting together the itch.io page, thumbnails and screenshots was done as an afterthought. In reality creating good marketing assets and a great store page is, I’m assuming, a hugely important task that can make or break your game's sales. Thankfully this game is not meant to sell or get views. I know to put more focus on this next time. In fact, I’m now thinking that whenever I make “a real game” I should create mock marketing material during my ideation phase, to help me find good, marketable ideas.
I think that about sums up my retrospective on making Memory. There is definitely a lot I can learn from doing this short project.
- Lodesa
Memory
A card matching game. How fast can you find all the pairs?
More posts
- Memory - Added hover state for tiles49 days ago
Leave a comment
Log in with itch.io to leave a comment.