4/3-4/17: The Final Iterations
I’ve had a lot of progress over the past two weeks. Here are my updates
Bug Fixes & Tweaks (8 hours)
Almost all my time this sprint was spent on bug fixes and tweaks. While it is not the most glamorous way to spend a sprint, it was important work. The bugs I fixed were:
Removed the “configure screen” (the first screen at the start of the level) and allowed the player to be selected from the main menu.
Replaced the concept art on the player select screen with the high fidelity character art
Fixed a bug where if the stick is turned during a roll, it won’t be saved.
Prevented the player from taking damage while respawning
Allowed the input devices to reset in the main menu
Recentered the basic enemy to prevent strange bugs with the way the enemy renders
Fixed several null reference errors.
Prevented combo finisher from occuring when the enemy is dead
Added the difficulty mode to the game
Prevented inputs from clearing on stun
Integrated the final narrative scene to the game
Fixed a bug where the player would not have iframes when they roll
Fixed the “fetal position” bug
Preventing player from rolling through the barrier
Preventing the player from jumping outside of bounds
Leads Meetings (5 hours)
As Project Lead, one of my responsibilities is to create the agendas for leads meetings. These are meetings where we talk about our department’s progress, ensure we’re on the same page about important decisions, and discuss the next weeks of development. I spent roughly one hour a week typing up the agenda before the meeting. This allows us to create our quickly discuss all the points we feel are relevant. The leads meetings take roughly an hour per week. Overall, these meetings are really helpful for us to understand where we are and answer cross-departmental questions and dependencies.
Studio Meetings (5 hours)
As Project Lead, one of my responsibilities is to create half the slides for and host the studio meeting. I create slides on the project’s progress (including our burndown chart), what we’re doing in this sprint, and the MDP devlog process. The slides usually take an hour to create. Having these slides allows members to feel like the content of the meetings are structured. The meetings last for about two hours, as we now have members talk directly to designers after their department meetings. At each studio meeting, I usually hop into one of the department meetings (this week it was programming, last week it was art) and listen in, actively providing answers and insights.