Monday, September 10, 2012

Week 3: Setbacks and Hitting Goals

We started week 3 off a little behind. Unfortunately, engineering hitting a couple snags over the long weekend and we didn't quite hit our projections. I went in and reworked the upcoming week's sprint, accounting for extra tasks and re-configuring estimates. We did have to drop a few things into the backlog, but they were all window dressing and not any core gameplay functionality.

As the week went a long, we picked up steam, knocking out tasks fairly quickly. The holiday threw us off a bit as well, but we made up for it by meeting on Tuesday and Thursday for the afternoon. At the end of the week, we had a working prototype that met or exceeded our expectations and didn't drop too much functionality.

Art has been somewhat of an issue. Originally we were looking to outsource to a friend of Triston, but after discussing the ramifications of that we decided to stay in-house. However, by the time I reached Mark to discuss in-house outsourcing, he was in China for a week or so with no internet access. I spoke with Roger, and he passed along an email to his undergrads. As of now, we may be able to grab a couple pieces of concept art from an undergrad I've been in talks with, but given the short notice, understandably, I'm not expecting him to be able to produce anything. We did manage to get a couple pieces of customer art together thanks to Sagar, and it seems that those will be plenty sufficient if all else fails.

With time running out, our team managed to keep cool, get the work done, and turn out a quality prototype in the face of a few setbacks. The team did great, and if everything goes according to plan, our work should reflect this. Pitches are this week, and we have a fair understanding of what's expected. Hopefully all goes well and we can actually produce a fully realized game.

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