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Saturday, October 12, 2013

Our First Scrum Meeting!

After a couple of weeks of establishing what we really wanted to do for Dissonance's game play.... we realized the scale of our game was just too broad for the given time that we have to implement the coding. A lot of the changes started to come up when I (Tian) started overlook the product backlog that Nicole helped me start on. For this project we are doing a agile approach which will help the programmer start establishing prototypes while the artists continue working on concept art/assets at the same time. Previously, the way all of the group members were used to was waterfall. This process had issues where the artists would kind of have to wait for the programmers to establish what they wanted in the game, then do art, and finally testing. So the good thing about agile will be that we can test the game for issues and if it is fun while creating assets for the main features used in the protypes. This way we won't come to issues at the end of the pipeline and realize that our game doesn't work too well.. For each of the features of our game from character movement, character abilities, level design, enemies, character looks, and mood/narrative, we had to include sprints. Our first meeting went like this: We went to the SCAD Game room and Tony Tseng, our professor told us to write down on white board what we needed to do for each of our core features in the game. I wrote down what we needed to sprint for each category of feature, and also include a member who will be assigned to each sprint and an estimated hour of how long it would take to finish it.

I will continue to post new information about our next scrum meetings and also the work that we go over throughout the meetings!

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