I’ll probably mix the format of this up from time to time, especially as I’m still firmly in the “pre-game” of sprint planning. So, let’s do this thing!
Sprint went well. Did a little bit of everything, from coding to design to art to my business itself. As I’ve said twice already these “pre-sprints” are going to be weird and disjointed, but that’s ok because it’s still progress.
+ Made scaling crisper
+ Added portrait to dialog
+ Locked camera to map
+ Implement two additional monsters
+ Generally made the code far worse and hacky and terrible, and everyone hates it
+ Puttered about with TFS
+ Designed several new monsters! See them below
+ Began reading The Art of Game Design
Pre-Sprint 3: Better Late Than Never
Truth is, I should have written this 3 days ago. But, uh, better late than never, right?
This sprint – pre-sprint, that is to say – is likely to be similar to the past two. So long as I’m chained down my time will be split and my concentration difficult. Still, it’s 8:31pm on a Tuesday and here I am working away, so that’s a good sign, right?
Well, let’s hope so.
- More blog posts! I said this last time and wrote just one article. Granted that’s one more than I had before, but I need to do a better job
- Obliterate stickies. I have a ridiculous number of outstanding stickies on my backlog board. No doubt this has contributed to my feeling unproductive. I want to tear through them, at least the easy ones.
- Think more about the development process. Now that I’m actually coding it’s time to do some hard thinking on how I’ll actually work. How do iterations work? When do I know I’m done? When can people play this darn thing?
So, very similar to last sprint. Fairly unfocused, but not distractedly so. I think it’s going to take me at least a couple months before I can really focus on any one area. Until then, lots of irons in the fire.