Sprint 001 reflection
Added 2019-01-28 18:24:25 +0000 UTC
What did we accomplish?
- We implemented the Trello, which gives the fans more visibility into what's being worked on.
- We added loads of new avatar outfits, including:
Evening gown
JIT crash site investigator
Syria warfighter
Navy blue skirt suit
R&R leave summer dress
Norway winter outfit
Operator casual outfit
- We implemented the relationship tables.
- We added an experience point (XP) and levelling system.
- We streamlined the master skill list, and added lots of opportunities for the agent to gain skill XP during the Lifepath.
- We improved the skill rolls present in the game, providing better player feedback and clearer explanations, and adding a "critical success" rule so rolling a natural 10 succeeds at any dice roll.
- We added avatar makeup to many Lifepath scenes.
- We created 3D Illustrator meshes that will speed up artwork production in future.
- We added a new avatar feature, allowing her hands to be restrained behind her back.
- We updated the character sheet, so it displays the agent's attributes, skills and number of sexual partners.
Did we meet the sprint goal?
- No, we did not release Female Agent 1.4 in a polished state. We released a Beta test version instead.
What worked really well this sprint?
- On several occasions, I felt an urge to work on things that weren't in the sprint plan, but the sprint plan helped me stay focused.
- I feel like I communicated much better with the rest of the team and the community.
- Better organisation enabled the team to work concurrently, which sped up production.
- I feel like we produced more in a shorter time than we would have done without this new process.
- Even though we didn't hit the sprint goal, we still released something on the release date. That's the first time that's happened in Female Agent's history.
- I organised my personal time better, with dedicated dev days (instead of just trying to work on the game all the time). This meant I took better care of my life and my real job on non dev days, which meant that I had fewer emergencies to deal with.
What could have worked better?
- My pomodoro estimates for most tasks were too low. Almost everything took more time than I envisaged.
- I should have allowed more time for polishing, testing and review. Too often, things were marked "done" when they still needed testing really.
- I could have set the goal more intelligently. In hindsight, a Beta release was more achievable than a polished version.
- We launched with very little relationship table content. This is something Hyneman repeatedly asked me for, and I kept pushing it back until it was too late to produce. Tasks like this, which require lots of creativity, are better tackled a little bit every day rather than in one big chunk – I could have organised this much better.
- In the final week, I skipped exercising and ate really unhealthily.
Notes
- Even though we were only able to release a Beta, I feel that this new dev process is way better than the way we used to work. Everything just feels better organised and more transparent. What do you guys think?