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Sprint 005: reflection

What did we accomplish?


Did we meet the sprint objectives?

There were four objectives, codenamed T1-T4.

[T1] Improve the Sex Engine prototype based on user feedback
I aimed to complete the whole scene, but was only able to complete part of it. Early feedback from Operators is positive:

"What is there seems to be really working well."
"You may feel frustrated with the speed of your progress but from where I stand this is already a *vast* improvement over what was previously released."
"Massive improvement. Flowed so much better."

Assessment: progress made, not finished.


[T2] Add the ‘In This Year’ content to the game
A test of getting content into the game without much involvement from me. We deliberately picked something minor to start with, but in the future this could lead to community-submitted side quests, encounters, kink vignettes, etc.

Hyneman created a form that allowed the community to add world events to a master spreadsheet he’d designed.  Hyneman and community members Mano2, Q794, The Lost Engineer, Pit-o-Rats, type and vcdm added content. Hyneman edited the content and added it into the game – tasking complete, impact on Crush’s workload was zero.

Assessment: completed.


[T3] Add Status Effect icons to the game
These will show you which Status Effects are affecting your agent.

Art assets were created and uploaded to the server, and the code is partially implemented and will be testable soon.

Assessment: progress made, not finished.


[T4] Add Hero Headers to the game
Lara created some test code of the proposed passage headers.

We weren’t able to implement them into the game, but we did publish a test version with working Hero Headers and experiments with cinematic photo filters.

Assessment: progress made, not finished.


Story points
At the start of the sprint, I estimated we’d complete 79 story points of work.  Actual output: 39.


What worked really well this sprint?


What could have gone better?

Sprint 005: reflection

Comments

ASTUTE FEEDBACK, thanks. My new model is basically that the player picks Kate's conscious attitude to the upcoming scene (e.g., in the Max scene, the player gets to pick either "I'm looking forward to the date, he's hot" or "I'm only doing this to hack his phone" or "I'm mostly doing this as practice for Bangkok".) However, her attributes and Max's attributes have a "subconscious" effect: an agent who goes on the date thinking that she's only doing it to hack the phone can still get turned on by all the flirting. So in theory you could have an agent telling herself she's definitely not going to have sex with him, but when they get back to the hotel the option to end the date early is greyed out because she's too turned on, creating emergent complexity.

Crushstation

Hyneman accepts thanks in either fish or nudes to Hyneman#3130 on Discord :-D

Crushstation

Thanks guys. I think (as NP and some others have told me) my story point estimates are going to be wildly inaccurate for the first few sprints; over time I should build up an accurate picture of what can actually be done within the timeframe (and *holy shit that would be a game changing improvement for me*). I'll keep paying attention to this as we work through the next few sprints.

Crushstation

Can't try it yet, but the reflection passage worries me a little: it means her attitude isn't influenced at all by her attributes AND the attributes of her partner?

Enrico

Yes, indeed a lot has been edited and done. Keep it up. Special thanks to Hineman for his work

VitAnyaNaked

I want to say that this degree of discrepancy between projected and actual velocity is absolutely the norm early on, and it can easily be bigger. I don't think a premature focus on fixing it is actually a good idea because your baseline is too short and it's easy to spend loads of time constantly 'correcting' your process this way and that. That said, it's good to reflect a bit on which tasks were misestimated the most. Achieving more consistent estimation is probably the most important thing you can do. When doing this, don't make the mistake of saying that you misestimated a task because it "took longer than expected". You shouldn't primarily estimate tasks based on how long they take. Uncertainty should be at least as big an input to points as time, so if you gave a story points for uncertainty and it ran long, then you did it right. If none of your stories that got points for uncertainty went faster than expected, however, then that's a sign you're probably not really estimating enough points on the uncertainty axis.

Notalie Portman

First off, fucking A. Congratulations on both the sprint and the reflection. A few things stand out: 1. The fact that you can collect and react to user feedback before a feature is "finished" (according to your planning) is amazing. 2. One of the most important things is missing here! Why is there such a discrepancy between work planned and work done? Did you misjudge some tasks, but not others? Did you misjudge all tasks? Were there issues that prevented the team from working at full efficiency? Tell us please. And tell us what you're gonna do about it. And one more thing - and this is kinda harsh, so feel free to stop reading here if you can't take criticism at the moment. The last few months were pretty cringe. Reading your updates felt like you were seemingly getting nothing done, always pushing back the releases, and to be honest to me it felt like the game itself wasn't making progress - for quite a while (that's obviously not true, but, you know, that's what it felt like). But reading this feels good. It feels like you're getting back on top. And I gotta say, as sentimental, sobby, corny as it sounds; I'm proud of you.

ammut

Hey guys! Next sprint starts Monday. Main effort will be to complete the prototype; details to follow tomorrow. Have a great Friday night!

Crushstation


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