Cat-astrophe: Final Sprint
One of the things that I focused on was the creation of the tutorial image. This was to make it more easy for the player to understand the game. I made a simple image with some screenshots of items and dangers that were important, along with a little description of their function and what can be used for (or can do against the player). This was really easy and fun to make. The process was something fun to come up with. Having images to give more visual information to the players was something I am proud of and thought it worked well. This image was also use for Mariely’s toggle information card.
Cat-astrophe: Sprint 4
For this sprint the process was a little bit different than
other sprints. Because of the bugs that we where able to find on different
playtest (some of which were really specific to recreate), we decided to concentrate
the whole sprint into fixing those bugs to prepare for the playtest. This was
time consuming on itself since we fixed some bugs and others appeared.
This sprint was better than the last one. GitHub was not
deleting things this time and was working properly, which was a huge help for
me to be able to get more things done. We hope that this problem does not
happen again to keep on doing a steady job.
Now that we have being working with the point system for Trello,
things are getting better to understand. I still struggle a little to assign
points according to the amount of work is required, but I am getting better at
calculating time for each task to be assigned. I hope to get even better in the
future, almost to a flawless point.
The Sprint Kickoff was really straightforward for us this
time. Due to all the bugs, we found during personal playtests, we decided to
focus on fixing all those bugs before adding anything more that we wanted to
the game. Some were easy to solve, while others needed it the whole system to
be redone (like the pickup system). It was interesting to see all the specific
bugs that game breakers (A.K.A. friends and family) were able to find and were
not even thought of by us.
Work Completed:
Before anything, I decided to make a few gameplay test to
find bugs. I asked friends and my boyfriend to try to break the game as much as
possible for this. They did not disappointed and found bugs that could be game
breakers if not solve. They were really specific or were not noticeable while
verifying progress, so it was interesting to see how much I need to try to
break the game before verifying anything. This also had the task to add more
cards to Trello, since a lot of new things to be fixed where added.
The next thing I decided to do was the basic tutorial
system. This was really similar in how it the objective system works, so it was
pretty straightforward. Although I would have to redo this system on sprint 5,
since people were confuse when it vanished and think it would be better if it
was permanent. I also need to find a way to make it more obvious and also to
communicate better with the player what the objective of each object is. This
would take a while so I may do all of this during the Thanksgiving break.
The third thing that I did was to fixed the mouse manager
for the pause, menu, game over, leader board screens. At first I did not know how
the cursor manager works, since Justin was the one who did it. But thanks to
his explanation, it was pretty easy to fixed and was quick to see how to add
each thing to the different screens. I
really enjoyed this task because it allowed me to see in more detail (code wise)
the work of one of my teammates.
Incomplete Work:
Surprisingly enough, this sprint I was able to finish all my
points. Most of the cards were more easy to fixed or to implement since I
already knew how things worked and was more straightforward on how to solve
them. Some things took time on how to figure it out, but overall I was happy with
my work on this sprint. I was able to compensate my last sprint.
Currently Work:
This sprint I will focus on a new objective system that is
more clear, as well as trying to look for more bugs to fixed and help my
programmer with their workload.
Cat-astrophe: Sprint 3
For this sprint the process was really similar as Sprint 2 when it came to assign cards. Although, the difference was mostly on the point base system that we are going to use now. It was a little bit hard for me to know which cards would be a 1, 3 or 7 points, and how to create the statistics for it to see if we had a good velocity or not. For me, it is still hard to adjust to it and I am not 100% sure I’m doing it right. In the future, I hope I can get it right and see if it came more easy for me to develop this statistic, or learn if I’m doing it right and how to read them.
This was a terrible sprint for my work. Most of the issues and problems came directly from GitHub this time. Progress was deleted out of nowhere from my branch, scripts seem to get corrupted and things where changed as how they once were without any of us doing anything. We were not able to solve the problem completely, but decided to make some packages just in case to try to not loose too much progress. This made us go down on productivity, but we still hope to try and catch up with the time lost.
Other than GitHub doing weird things to our project, we did not find any other problems aside from adjusting to the new point system and trying to make more cards to keep doing for the rest of the sprints. I think my team is doing a great job adjusting and keeping with the new working pace that we need to implement.
The Sprint Kickoff was a little weird for us. Almost all of our cards where gone when assigning this sprint. Our backlog was almost empty and the new point systems was a little hard to adjust to. Even we all this problems, we were able to adjust to the point system and I was able to add more cards so the backlog did not look so empty (although most of those cards are wishes than needed cards).
Work Completed:
For the first thing I finished, it was the Trello board. Like I said before, our backlog was looking really empty after assigning cards for this new sprint. I dedicated a few hours to try to come up with ideas of new cards and see if some cards needed adjustments with the new point system. I also dedicated time to assign points to each card, trying to figure out how long would it take to someone finished it.
For the second thing I finished, it was helping my level designer hook the objective system into level 1. Because I was the one who made this system, it was more easy for me to implement it onto level 1. I also helped with the dog, since I also made this enemy and it could be a little confusing on how to configure it.For my third task completed, it was the level 2 environment. By environment I mean to put every object on its place, configuring the enemies and player on the level, creating new threats for the player, and making sure that every place would be reachable to the player. This took longer than anticipated since GitHub was deleting things or making the level go back to its block-out form. We were not able to figure out why it was doing that, but I was still able to finished it, although it prevent me from progressing much since I had to go back to it multiple times.
Incomplete Work:
For work assigned in this sprint that I did not finished, was the UI for the player controls as well as the interaction with the owner. I am planning to finished them this sprint, as well as starting new cards.
Currently Work:
I’m currently working on the UI for the player controls.
Cat-astrophe: Sprint 2
For this sprint the process was really similar. It became a
little easier to do since we had a better idea of what we had to do this time.
The kickoff was smoother and new cards were added on this kickoff. A lot of
wants that were level as a minor priority were able to be added as a main feature
for the game.
For this sprint I had more issues and problems with time management due to other classes and personal life problems. My main solution was to try to power through it mostly.
As for the game problems:
One of the problems that I ran into right away was mostly on
coding. Specifically talking about the dog enemy movement and punishment. For
the dog, it is going to follow the player when getting close enough to be
detected by the dog, who is going to follow the player until getting far away
to forget about you or until he catches you. When he catches you, you would be
put on “Time Out”, which is just a punishment that traps you on a box for a few
seconds.
The first problem with this process was the movement of the
dog. The dog was moving backwards at first (tail going towards the player). I
did not know what was causing these problems. I tried to change the code for
directions, but it did not work and at some point, the dog was being repelled
by the player. To fix this problem, I decided to just change the back of the
dog for the front of the dog, which solved the whole problem.
Another problem that I faced was the count timing for the punishment
time out. When put in the box, the timing was being calculated but not shown on
the screen. The bar calculating the time remaining to be free was not moving
down, even if in the Inspector the time was going down normally. This took the
longest of time, since there was no solution online that could solve this problem.
Talking with my main programmer Justin, he was able to come up with a minor
code to make it work, and that was the solution for it.
The last problem that I faced was with the detection of the
dog catching you. When the dog touched the cat, it did not transport the player
to the box, which defeated the purpose of the dog. It was a really easy problem
to solve, which was resolved by just making the dog’s collider bigger to make
sure that it was touching the player.
Work completed:
The second thing completed was the map out of the annotated
map. This was also easy to do, which is interesting to see where the new
problems/obstacles would be located around the level, and making sure that it
is accessible for the player.
Another thing that was added to this enemy was the
punishment for being caught. When caught, the player would be transported to a
box and would not be able to move until a certain time has passed, making it
more difficult for the player to be able to destroy things before the time runs
out. When the dog catches the cat, the dog goes back to the starting point, to
give the player a better chance to not be caught back right again.
The work that was assigned but not completed were some of
the Sprint 1 cards that I still had. This was mostly because those cards lose
importance on Sprint 2. Another one was the interactions between the player with
the owner, which may be added on latter sprints, since we are focusing mostly
on finishing level 1.
Right now, I am working on the new environment for level two,
which is adding the new dangers of that level to make it feel more like a
different level than level 1.
Cat-astrophe: Sprint 1
When I first presented this game, I wasn’t sure if I
would be able to bring it to fruition. I was nervous to think that it may not
be a good enough idea to make it to a game. But people thought it was a good
idea, so it gave me the courage to keep on pursuing it. Although the way of choosing
my game wasn’t the most normal (we were deciding between two games and decided
to throw a coin to see which would be chosen), my teammates and I embrace the
idea of my game fully and keep having new ideas to improving it every time we meet
each other. As a group, we haven’t had many problems or difficulties in agreeing
with each other’s ideas. The only problem as a team is more technical with GitHub
or Unity and having to work in different devices. As a team, they are great workers,
and I could not wish to have a better team.
But I had struggles and problems working alone. Due to
the game leaning heavily on code, we decided that the lead and level designer
would help with coding to not leave too much work to the coder. Now, I must
admit that code is my weakest point in game development and most of my problems
originate from it. I have problems understanding code without a simple
explanation of how it works, so I get confused and lost easily. This has been a
challenge when trying to come up with a coder for a certain action or looking
for a code online that could help me with this. I have received help from my teammates
on this issue, so I was able to overcome it without delaying the sprint.
The Sprint 1 kickoff was weird for me. As the lead, is
my first time doing this so I was not sure how long cards would take to
complete or how to calculate estimated times to be able to be assigned cards to
all my team. As time passed and saw how fast my teammates worked, I was able to
estimate a little bit more how long certain tasks would take and how much work
each of them need it. I am still having trouble calculating this, but I hope in
the future I will pick up the pace and be better at it for my team.
Now to what I have completed this far. As the lead, I do not know if I should add the creation of our Trello page, as well as the organization for it and verification of each of my teammates’ cards. Leaving those to the side, my work was mainly on simple coding and some manual work:
4. Meow/Purr actions – As a team, we thought it would be a good idea to make the cat more alive, and for this reason we decided to add a meowing action to communicate with the owner of the cat… or just to be obnoxious. This was mainly a code that I came up with. I had troubles with it because it wasn’t working properly at first, but Justin helped me fixed it and now it works perfectly.
But there was work that was assigned, but not finished.
In my case, some of these works where: Attacking Actions, Interactions with
Owner. Although they may seem simple, the work was delayed due to external circumstances
that prevented me working on them. In this next sprint, I hope that I can
finish these stories without affecting my work for Sprint 2.
Meanwhile, I am working on creating new cards for the
upcoming sprints. Because we have been working really fast, the number of
stories that I created at the beginning of this project was not enough, so we
are discussing what other features do we want to add as needs, wants, and wishes.
This also collides with my work that has not being done on the last sprint.
In the future, I hope I can learn more on how to
manage a team and be a good lead for my teammates. I am still learning what to
do and how to do it, so I feel like I let down my team most of the time. But
they are a great group and works with me to get the best results that we can.
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