CAGD 377 - Sprint 2

  CAGD 377 - Sprint 2

Development Process

The development process during this sprint was more relaxed than I would've liked. I believe we made a decent amount of progress, but there are aspects of our communication that I'd like to remedy next sprint. We have many meetings scheduled to check-in throughout the week, but we often don't have that much to report. Cards mostly get completed during the second half of the sprint which causes more stress for the team and overall stagnation. As I said before, we still made a lot of progress as a team this sprint, but it would be more efficient to spread this work out more effectively. One potential solution to this is coming up with a rough schedule as to when certain things should be done by. There is room for moving around times, but having an outline would keep us better on track.

Problems/Solutions

One of the major problems we ran into is not having enough cards to the point where the entire core of the game plus any number of possible features had not been thought out. This meant that, while we had enough cards for this sprint, we were not sure where to go for the next few sprints as we would've completed all our cards early. To fix this issue, we are taking the next couple days to think of every possible element to have in our game. This should've been done towards the beginning of development, but we'll seek to resolve this issue as efficiently as possible.

Another issue we encountered was overall time management. I can't speak for everyone on my team, but I've been working inefficiently. It took me far too long to get the texture work done for this sprint. I often found myself distracted and wasn't able to focus on the task at hand. I've changed the way I approach work over the weekend and I have seen a tremendous improvement in my efficiency. I hope to manage this next sprint far better than the previous two.

Sprint Kickoff

This sprint kickoff emphasized getting core mechanics built into Unity. This included things such as touch controls, basic UI, and basic art. The game now has a solid core that can be built off of for the future. There was a bit of rearranging of cards we had to do, and there were a decent amount of points left on the table. Overall, it was a good sprint, but kickoff could've been managed better.

Work Completed

For this sprint, I primarily worked on the textures for the blocks used in the game. There are, as of right now, 6 different tile types that each have their own unique durability. Getting the art style consistent across all of these was the biggest challenge for me, and I still think they need more work. As of right now they can function in the final game, but I'd prefer they be placeholders, so I can refine them at a much later point.


Block Textures
Another thing I worked on this sprint was the currency. We decided to go with using cut gems as collectables that could later be exchanged for coins to use at the shop. Each gem has a different value that it can be exchanged for. The further down you go, the rarer and more expensive the gems.

Topaz in Unity

The final thing I worked on, aside from the privacy policy which didn't take long, was the cracks to show damage for blocks. I made three to show when a block is 25%, 50%, and 75% broken.
Cracks in order of damage

Work Completed by Others

Some of the work completed by our programmer includes implementing touch controls for mobile. This was a pivotal task that ate up a lot of time, but needed to be done. I'm very proud of our programmer for figuring it out despite a few minor setbacks. Another important aspect of the game our programmer nailed down was having boundaries so the player can't wander off-screen. They also were able to have levels be customizable so we can tune difficulty.

Our designer, former producer, was able to design and implement UI elements. These are crucial to playtesting and I'm glad they could get most of it done this sprint. They were also able to create a list of enemy movement behaviors which will help us in the future.

Current Work

What I'm currently working on is having images and pricing associated with upgrades. This means that I am making the visual for the upgrades that will be present in our tech demo. The designer is still fleshing out the full game, so until then it will only be a few upgrades. For the future, I'm going to be working on more visual elements of the game.

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