5/11/2025
Sprint 7 Kickoff
Hello everyone, my name is Angel Suazo and welcome back to my blog. Today will be final blog post for this class where I will be covering my work that I accomplished for this final Sprint as well as how the overall project went for this semester. I am also excited to share that "Blox Fighter" is now fully published and you can go play it yourself here.
Work completed
For this final sprint, I basically took care of all the final stuff we had to rework and or tweak. I made the final 2 levels of the game so that our game could be finally complete with all 10 levels we wanted to get in there. Another thing I worked on was creating and implementing a new background to our levels. Since we had to remove the old skybox we had, I took the liberty of heading to photoshop to create a newer space background that we could definitely use as our own asset into all of our levels. With that being said I imported our game and would now have the cool space theme once again that it was desperately needing. Another thing I worked on this final sprint was to implement the original brick sound audio clip I had previously recorded myself for us to use as our player movement. This was a rather easy task to do since we had previously had an audio clip working already. It was as simple as just dragging our new mp3 sound file to the old location of our inspector window. After doing this we had once again our cool sounding feedback for our players movement.
What went right
During this entire project, there were a couple things I felt really good about early on. One of them includes us depending on each other to get our work that was assigned to us completed. This was very crucial as a development team to have, especially because we did not like having someone waiting and depending on the other person to pass on work. Our ability as a team to work in Agile was stupendous and we never had anyone blocked so I think we did good in that aspect . Another thing that went well was our Github Repository. We never had any merge conflicts arise due to the fact that we each had our own separate times where we all did our work independently. Looking back this was actually accomplished unintentionally, we did not set up a schedule or time slots where one could work inside the project without having to worry if someone else was. We just each did our own work at our own pace.
What went wrong
As for the stuff that could have gone a lot smoother, there's a couple of them. Number 1 would be making sure we had enough cards in our backlog ahead of time and definitely before our Sprint 1 kickoff. There were countless times when we had to write new cards in the middle of sprints or during actual kickoff. This was something that may have messed with our overall velocity and work production. It was somewhat of a disservice to the team to try and create new cards and rapidly assign them during production when these should all have been made in the very beginning. Also because of this, a lot of those cards would end up being pushed to the next sprint regardless because of the short notice assignment to whoever was assigned to. Another big and perhaps the biggest thing that went wrong in our project was the fact that we used some outside resources and assets and incorporated them into our game. We were not aware that we could not use anything that was not made by us the development team. This basically set us back quite a bit, since we were told or notified of this issue well into the project around sprint 5. At this point, we had a lot of stuff we were gonna have to redo in just 2 remaining sprints. Ultimately, while we did redo some of those assets to be our own, we could not save everything and some of those ended up having to get scrapped from the project.
What I would do next time
As for what I would do differently next time, I would definitely do a better job of providing a clean and finished backlog at the very beginning of the project in order to save time down the line and work as efficiently as we possibly could. The next thing I would do better is to just have a better line of communication with our whole team. At some points there were times where we could have done some stuff a lot more efficiently by just communicating with each other earlier. Overall I as the Lead Designer of this project am very this project has come to life and is now published to the google play store. I want to thank my Producer Gabriel and my Programmer Patrick for all their hard work this semester. Thanks guys
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