(no subject)
Oct. 11th, 2008 03:06 pmIt feels very strange to be having a weekend where I'm not doing game development. I've still got some work to get done, but it looks like we've made it through making four new game modules this term without any major calamities. There's a little more time to breathe, now. It's nice to not have quite so many pressing concerns as usual. I'm still not sure whether I want to use the weekend for just staying at home, or going out and doing some those little things that I've been meaning to go out and do at some point.
Of course, we've still got exam and assignment marking ahead of us, but I'm kinda looking forward to that - part of the assignment is writing a critique on one of the modules, and I'd like to see some feedback on what we've done well and what could use some work.
On reflection, this course has been a good learning experience for the people running it as well as for the students themselves. Our design, development and QA processes are a lot more mature than when we started. We've done some things with the Neverwinter Nights game engine that it was never really designed to do (mostly
aigantighe, in that regard), and hopefully put together some engaging and academically useful content.
People often perceive a tension between the educational and the fun properties of an experience. They're not always an easy marriage, certainly, but I'm glad we've been focusing on practising what we preach: showing, rather than just telling. With the benefit of hindsight there are some things we could have done better, but hey. That's learning for you.
Of course, we've still got exam and assignment marking ahead of us, but I'm kinda looking forward to that - part of the assignment is writing a critique on one of the modules, and I'd like to see some feedback on what we've done well and what could use some work.
On reflection, this course has been a good learning experience for the people running it as well as for the students themselves. Our design, development and QA processes are a lot more mature than when we started. We've done some things with the Neverwinter Nights game engine that it was never really designed to do (mostly
People often perceive a tension between the educational and the fun properties of an experience. They're not always an easy marriage, certainly, but I'm glad we've been focusing on practising what we preach: showing, rather than just telling. With the benefit of hindsight there are some things we could have done better, but hey. That's learning for you.