Back for week 5, this week was the start of our 12th sprint, and our 11th sprint didn’t go exactly as planned. We really overscoped for Sprint 11 and missed quite a few of our goals, but we took a hard look at our current priorities and really tried to give a better estimate of the number of tasks we could accomplish this time. Mainly, we want to prioritize things for the playtest this week, such as our new level, new player animations, sword trails, and the boss. And so far, we seem to be on track to meet those goals. Last sprint we made a change to our process to attempt to fix the problem of pull requests being reviewed too slowly, and that seems to be working. Specifically, we decided to implement Pull Request Points that can be used in the D&D campaign we’ve been running as a team. Every time someone reviews a pull request, they get a point, and that seems to be providing sufficient motivation. This sprint, we want to focus on making better pull request descriptions and working together more in the labs, and we’re also going to start utilizing Discord’s event feature so we have more visible reminders of deadlines.
In terms of progress, most of our work as devs this week was working on the priorities I mentioned above. We made a bunch of updates to enemies, adding 2 new types that function differently, and we also actually implemented the level we’ve been working on the past few weeks. We also fixed some of the bugs in the settings menu and upgraded some of the custom tools we’ve made to assist in development.
As for art, our artists gave us a TON of stuff this week. Michal gave us 2 new animations for the player: the walk animation and the run animation while the player character is wielding the Topaz sword. She also updated some other animations so we could actually implement them. Sofia did a bunch of work with various boss concepts, coloring both the boss itself and the boss’s Amethyst sword. She also worked on creating another concept for a house to maybe use in the future. Xy continued working on texturing the player. The player’s textures (both the player model itself and their mask) are now basically completed. There’s just a little bit of cleanup and fine tuning left to do in-engine on the shader. Finally, Kesavan sent us updated sword trail VFX for all 3 swords. We’re also really happy with how these look, there’s just a few more updates we’ve asked for with additional effects.
And with that, we’ll move on to specific progress:
And that should be it for this week. Thanks again everyone!