Gnome Problem is a 2D deception card game on the mobile platform in which players, through logic and clever card-play, either attempt to deduce each other's identities as true Circus Entertainers, or secretly sabotage the circus' acts as mischievous Gnomes.
How to Play
Gnome Problem was a learning experience on multiple fronts. I used this opportunity to learn about Unity and its editor. Working on a mobile platform required taking into account different devices and their varying screen resolutions. It was also my first time having a direct role in the overall design of the game.
Working with multiple programmers on a small project required everyone to find their niche development areas to limit file conflicts over GitHub. I focused mostly on chat and card interactions with the player as well as having a hand in integration between the client and server frameworks.
Design wise, the game concept was similar to that of a board game, and I focused on adding features to the concept that could only be done over a electronic device rather than a physical board game. On the programming front, I kept open communication with the other programmers on the team and would always speak up when I ran into blockers involving the server or my inexperience with Unity itself.
What I Worked On
What Went Well
- Open communication between Yvolver and interns, keeping progress and goals clear.
- Maintained a high bar for quality without going over schedule or over budget
- Core development team was largely self-directed, freeing up time and resources for other features
What Went Wrong
- Coding styles were different between client team and server team, leading to some inconsistent methods of linking the two together.
- Design changed multiple times during production, leading to lost work.
- Switching project tracking from Asana to JIRA mid-development was disorienting and led to confusion of which tasks were top priority.
What Was Learned
- Code should have been refactored when the client and server integration began.
- We should have nailed down the design before producing assets.
- Establishing an early build that can be played over network is important for testing multiplayer games.