Post 8

 Post Mortem Unit 3

    In truth, quiet little changes were made in this version compared to version 3. The feedback we received from the 3rd rendition did not indicate any major issues. 

The only negative we saw was someone mentioning the "Tsunami Event" to be too overpowered. We both agreed that this card was not only one of the weakest, but did not even give a player any noticeable advantage in the first place. Likewise, we assumed that this person not only didn't even read the description of the event, but chose simply to talk about it, as it was literally event #1, appearing at the very top of the list.


    Because this really being the only negative review we encountered, which we believed was faked, we simply struggled to make any major overhauls in our game. We of course made some minor quality of like improvements, and fixed some formatting errors that occurred and and were noticed in version 3.

The most significant, or really most noticeable change, was our change in the games theme/background. Not only was our original name for the game "Battleship 2", but it also used all the same ships. To give the game a more unique identity, we changed the name to "Sea of Conquest". We also changed the overall modern navy theme to something that more or so corresponded to a 1600-1700's era Navy. Though the actual characteristics and values of these units did not change, their names have.


    We believe that these simple changes in class of ships, and title, gives the game a far more unique identity. Our game never included any cover art, or really any art in general. So most people would read the title "Battleship 2" and see the respective classes of ships, and immediately know what to picture. By altering our theme to more or so the Caribbean era of pirates, many players will be unfamiliar with these new (technically old) types of ships. We would hope that this change would further push the players to use their imagination to envision these ships, rather than to simply know how they looked like in real life, compared to the modern naval vessels.

As mentioned earlier, there were no significant changes besides this, and gameplay was altered in no ways. We simply revised and improved upon some descriptions and formatting of the rule sheet, hoping to improve clarity and ease of understanding.


painting of a Man of War class warship operated by the British:


    Post Mortem wise, we both agree this project went ridiculously smoothly. Being able to pick our parter greatly assisting that you know would work well together as a team. Because of this, we never ran into any major communication issues, besides one which i''ll mention later. Both My teammate and I were very energetic and charismatic which made for not only entertaining, but very efficient work meetings. Being able to see each other more as friends then simply colleagues helped us communicate and work together far more efficiency than what I experienced with my past groups.

The only issue we did encounter boiled down to lack of communication, simply due to both of us forgetting and assuming the other was meant to do it. We missed the initial deadline of one of the forum posts, as both of us assumed the other was going to post it. We quickly realized our mistake, as happening because of both of us, and thus the blame was shared and the issue quickly resolved. They way we handled this encounter, after the realization of the mistake, went very well, and showed to both of us how quickly we improved upon our methods since.


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