Sprint 002 reflection
Added 2019-02-28 17:20:55 +0000 UTC
What did we accomplish?
- We fixed some critical bugs in the Beta.
- We improved the look and feel of the relationship tables.
- We made the university choice more differentiated and meaningful.
- We added new avatar clothes for the Analyst & Operator sections of the Lifepath.
- We added the first Detailed Hometowns with unique neighbourhood descriptions and first boyfriends.
- We added more choices and skill rolls to the Norway training mission for Operators.
- We added the “Failed Operator” Lifepath.
- We added the option for agents with high Agreeableness to put up with rough sex during that vignette, even though they didn’t like it.
- We added the option for Promiscuous agents with high social Confidence to seduce the final exam professor if their persuasion roll failed.
- We replaced the placeholder text in page headings and the early Lifepath.
- We added long name lists for international NPCs.
- We added more partners to the relationship tables.
- We did some general editing and tightening up of the Lifepath passages.
Did we meet the sprint goal?
- Yes, we polished 1.4 Beta and released the early version of 1.4 on the target date.
What worked really well this sprint?
- The tasks felt more clearly defined, and it felt like I worked through them more quickly.
- We made use of some big, complex “arrays” this time – the long name lists and the relationship table partners – and a single typo in an array can cause a critical, hard-to-find bug. I invented a new method of importing arrays from spreadsheets, instead of editing them directly in the game code, which makes adding to them, updating them and fixing problems much easier.
- Outsourcing the name lists to a professional data enterer resulted in much longer name lists than I would have had time to create myself.
- Crowdsourcing the hometowns and relationship table partners led to some very creative suggestions.
- When writing, I found that writing with the game open (instead of just writing directly in the game code) led to faster results. I think it’s easier to write when I can see the results in the context of the game; I have a tendency to overwrite when I work directly in the game code.
- The trello kept me focused. A couple of times I wanted to spend time on new ideas (more university outfits, a “really failed Operator” path) that were cool, but not in the sprint plan.
What could have worked better?
- Lots of fans contributed good ideas which I didn’t have time to incorporate into this release.
- I wanted more content in lots of areas – more partners, more hometowns, more clothes, more choices, more vignettes. But adding them would have extended the release date. I'm not sure how to balance my desire to include content with my desire to get updates out. :-\ What do you guys think?