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39. Time Donkey Postmortem
3 months ago
We get together to discuss Time Donkey from a development/management point of view. What went well? What could be improved? We get fairly technical in places, but most of this is pretty high level.

Sorry about the audio loudness--the microphone on the Flip video isn't the greatest, and it's a little hard to hear at times...

7 Likes

  • marshmonkey plus 3 months ago
    mmm, brains!
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  • Unity3D 3 months ago
    Hehe - "aren't we breaking the NDA?"
    - Aras
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  • Matthew Wegner 3 months ago
    :o
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  • grapefrukt 3 months ago
    these videos are great!
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  • Billy Fletcher 3 months ago
    Fantastic video, you guys seem to balance organisation with a relaxed atmosphere very well. With regards to Time Donkey it didn't seem like in your analysis you looked into user interface and accessibility, for example the visual representation of the timeline tends to get cluttered and confusing very fast. I'm not venturing any suggestions for improvement since I can't think of a better way to do it, it just seemed like that area was missed in the evaluation.
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  • Devin Horsman 3 months ago
    Nice to know that our team and your team are using Unity in similar ways.

    We have a "scene token" that can be put into three modes: Need to Pull, free for taking, and in use, to organize who gets to access the scene. We've found prefabs to be a pain to work with, in general.
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  • Flashbang Studios plus 3 months ago
    Devin: Don't get us wrong, we use prefabs for tons of things (mostly managers--scoring, record keeping, sound, etc).

    For locks we use a "Project Notes" Unity editor window that lets everyone type in a one-liner, which gets highlighted for everyone else. Looks like this: dl.getdropbox.com/u/173540/Unity/Project%20Notes.mov
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