About Ragnarok TD

Ragnarok TD is a top-down tower defense game created as a case study of Ninja Kiwi's Bloons TD 6. Follow the story of a small village in the North as they fend off the beasts of Ragnarok.

Technical Details

  • 16 week development cycle

  • 13 developers, including 5 programmers, 1 designer, 3 artists, and 3 composers

  • Unity3D, WWise, JIRA, Confluence

Postmortem

 

My Responsibilities

  • Ensure that all features are complete by the end of development

  • Program numerous systems, including;

    • Tower placement and upgrade mechanics

    • Visual novel narrative system

    • HUD Elements

    • Cheat codes

  • Maintain a Git repository for a team of 13 students by reviewing pull requests and solving merge conflicts

  • Assign tasks to programmers and designers that fit their experience level and interests.

  • Create and maintain tutorials on integrating content for designers

  • Coordinated with industry advisors for playtesting and planning feedback

What Went Right

  • Starting development early provided time to prototype new features and tools, and significantly reduced issues with integration

  • Project was architected with modularity from the beginning, allowing for flexible development and less spaghetti code

  • Providing significant details in JIRA tasks, including a helpful links section, gave programmers guidance and significantly increased productivity.

  • Increased productivity due to techniques mentioned above increased team morale, allowing us to maintain momentum

  • Designer-oriented documentation was helpful for designers and artists to integrate content into the game

  • Reduced scope and increased productivity led to a project with zero cut content.

What Went Wrong

  • Programmers didn’t understand why certain architectural decisions were made, leading to an unnecessary code refactoring

  • Project goals were unclear until the start of production, led to an incorrect prioritization of tasks

  • Numerous merge conflicts were created due to many members doing work at the end of the sprint, wasted a significant amount of my time

Lessons Learned

  • Use the time before onboarding to create a prototype to reduce pressure on the team.

  • Architect the project with modularity and scalability in mind as much as possible

  • Give programmers guidance on relevant scripts and documentation to improve their productivity

  • Write documentation on the architecture of the project

  • Coordinate developers to ensure they don’t work on the same files at the same time.