top of page

Single and Multiplayer Mini Chess Postmortem

As a team, Mike, Zane, Lance, Luis and I sat down and discussed what went well with both of our chess games and what could be improved moving forward with our games. This postmortem covers Mini Chess for both February and March. Here are our notes.

Need to Keep

  • The initial Design Document, though a rudimentary excel file, was very helpful to stay on track

  • Learning to work in a team. Learning Git was the biggest help in this

  • Assigning roles and expectations from the start helped us define lanes of work

  • Everyone contributed

  • The casual environment – alcohol didn’t hurt!

Need to Improve

  • The learning curve involved with Git

  • A more formal upfront instruction would help to avoid GitHub issues

  • Protect Master branch (overall, we need to define better rules about how to contribute)

  • Create GitHub and Unity reference documents

  • The Git branch workflow

  • Instead of branching by person, we need to instead adhere to feature based branch workflows

  • With this, we need to look into Agile development processes and workflows

  • Orienting people. Everyone should feel like they CAN contribute. Initial planning of the project and keeping everyone on track could (and should) be ramped up and be more formal

  • Impart that you absolutely will contribute - continue making people feel welcome

  • Better design requirements will help - Use ZenHub for this on github moving forward

  • Better decoupling needed at some point

  • Create teams for certain issues so people can ask questions (Paid slack only - can not do this right now. Perhaps another IM service such as Discord is worth looking into)

  • Became confused and mentally finished with Chess by the end b/c we did not know what to work on next

  • Better Design requirements

  • Adherence to monthly timeline for new members

  • Better define what the meetings are about

  • Playtesting should be a bigger part of what we’re doing

  • Implement a Build Server (to automate builds and speed up in-person testing)

  • Meetups should be deliberate production conversations. People should be able to get help with something specific

Challenges and Goals

  • The one month timeline is challenging, but forces us to synchronize using industry standard practices and tools. Learning how to collaborate is a primary pillar. In fact, learning how to collaborate on complex software like video games is a focus that Games by Moonlight uniquely prioritizes.

bottom of page