It is honestly hard to even begin to talk about everything that has gotten done this week because we’ve been working full force on the game since Thursday night after QA. This week was focused on bug fixes and player agency. We have changed so much so quickly that it is becoming almost impossible to keep track of what we have done without looking at backlogs.
While this is cool and exciting, it also is incredibly scary at the exact same time. This blog post literally marks the beginning of the end. We only have sprints 11 and 12 remaining, and neither of them are full sprints for our team since for sprint 11 Ellie will be in Mass from Friday to Sunday, and Dustin (along with myself) will be in Montreal from Sunday to Tuesday. Sprint 12 we only have from our usual Thursday start date until Sunday the 18th. (This is due to the Capstone Presentations being on that next day, Monday the 19th.)
Dustin also just wrote a post that is incredibly important that pertains to this week (and more specifically last night) and he describes what Champlain’s specific crunch is like. (LINK) While I don’t stay up nearly as late as Dustin on most work session nights I definitely am there until pretty late in the morning. Dustin is also great at knowing when to end work sessions or sending me home because I am losing my mind due to it being early in the morning. Thankfully we have really only done these late nights the past 2 weeks and have been pretty good about getting everything we need done at normal hours of the day.
I am also about to begin working on editing our gameplay footage. One of the coolest things about our game is the absolute massive amount of footage we have lying around from every QA session. We are going to frame the video part of our pitch as a basic match of our game, but it is going to start off from Sprint 1 and progress to (hopefully depending on what footage we get this next week) Sprint 12. Our game is really rooted in our rapid iteration process and we change things after literally every QA session. It will be fun to show off how our game evolved overtime, and how our workflow will keep it evolving if we are to make it through to the next semester.