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Sprint 004 plan

A consultant advised us to trying working in two-week development "sprints".  This is our first attempt.

Hey guys!  Here's the plan for the next two weeks.

The main goal is to release a Beta version of the Sex Engine Playable Prototype to Operators+.  This will be followed by a general release of the prototype, giving everybody a chance to experience the new type of sex scenes we're planning.

We also aim to add the "In This Year" passages to the Lifepath, and lay some groundwork for implementing the Oceana Contestant Avatars.  This is a small test of the new way of working suggested by the World Famous Game Designer who advised me a few weeks ago: if we can make this work, then we can start getting small releases out between big releases.

We made a task list of the 11 projects we need to crack in order to achieve the sprint goal.

* * * Task list * * *
[101] Write & code the prototype sex scene
[104] Implement Status Effects from the new SURPS Sex rules
[105] Implement Dynamic Dresses
[106] Make Arousal Notifications work with the new SURPS Sex rules
[109] Create NPC templates for the new Oceana contestants
[113] Write the NPC templates for the new Oceana contestants
[111] Populate the In This Year spreadsheet
[112] Upload In This Year content into the game
[102] Implement avatar ENF poses
[103] Implement avatar bedsheet art
[114] Design UI for displaying Oceana Contestant Avatars

I'll get into more detail on these as we work through them.  (I was planning to write them up more thoroughly as part of this dev report, but its 2317 and I'm a tired old crab.)

That said: I'm excited about this.  Over the past few days, I felt a strong urge to just bury myself in task [101] instead of taking the time to identify and allocate the other tasks.  But I know I need to change my behaviour in order to get the game developed faster.  

World Famous Game Designer told me I need to challenge some of my internal beliefs – "I can't take time out to organise because that's letting the community down" actually leads to me letting the community down in the long run.  Quitting my real job was only one step on the journey.  I'm committed to becoming the person I need to become in order to deliver this project better and faster.  To everybody who's supported the project, past and present, thank you and I promise to do better.

Okay, part of that is getting enough sleep to start early on the next dev day, which is tomorrow.  So shut up, Crush.  I'll see you guys tomorrow, with the first sprint report!

Sprint 004 plan

Comments

ammut is TOTALLY correct!! Well said (and much more concisely that I would have managed! LOL!)

William Urquhart

That's great feedback, thanks ammut.

Crushstation

Hey crush, glad to see you're on fire, as always. I have one suggestion: from my understanding, the goal of a sprint shouldn't be "let's bring our product to this arbitrary state", but "let's tackle the next top priority features". The reason scrum demands tangible progress after every sprint is as to not lose contact with the product owner. The PO wants to see progress, that's why this is important. But we patrons are not the PO here. We are not the ones who know what kind of game we want. You are. We patrons have seen your vision and want you to bring it to fruition. So I think it is counter productive to force yourself to have something releasable every sprint, as that will just lead to you being overambitious and then frustrated when you can't seem to reach those goals. A more important aspect of the two week cycle is, that it results in a process that can be easily monitored and optimized. Estimate the tasks, spend two weeks realizing them, tend spend a day in retrospective. This is so you can get a handle on a) how much work a task actually is and b) how much work your team can get done in two weeks. This is important because it allows you to give a proper estimate to the PO. And THAT should be the basis on which you can predict when a new patron facing release should be ready, imo.

ammut


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