Archive for the 'sprint' Category

The sprint this week (20)

Tuesday, May 12th, 2009

So, time is starting to run out and the things to do starts to really pile up and in the middle of is half of the team is going to Nordic Games next week.

Code
- Sound & Music (Jakob)
- Change diffuse light (Baba)
- Calibrate particle effects (Baba)
- Optimize code (Jakob & Baba)
- Vertex shader (Baba)
- Game over screen (Jakob)
- Movement & camera (Nixi & Baba)

Animation
- Collision boxes (Tobbe & Jona)
- Frame on character that will detect damage (Tobbe & Jona & Nixi)

Level optimization
-Level 1 (Dwarf)
-Level 2 (Dwarf)

Trailer
- Content (Stoff)

Exhibition booth
- Get all measures & printing details (Stoff)

Other thing

- Gameplay test on Friday, demo done on Thursday

The sprint this week (19)

Monday, May 4th, 2009

So it’s time once again to let you know what we will be up to this week, by posting our “sprint of the week”, “project plane of the week”, “to-do list of the week” or just simple our focus area (work) this week. As last week this week will focus much on programming. On Wednesday we have a “game presentation” and we will show some gameplay of the game to some people in the industry. So there’s a lot of things that should be done before that.

Databox team

Code
Make more AI patterns
Adjust player control (revive)
Enemy generator true triggers
Camera kontroll Concept (2d)
Menu & GUI (animation)
Particles

Level (2d)
Finalize level 1

3d
Make animations for foes

Narrative
Fraps animations for sound effects

Other things
Start to work on presentation
Sketch for trailer for GGA
GGA boot
Game play presentation

The sprint this week (w 18)

Tuesday, April 28th, 2009

SGA (Sweden Game Awards) and GGA (Gotland Game Awards) starting to close up, so we have to focus on getting all system running and working together. So this next month we will be focusing on tuning things and not to implement new features.

Code
Make more AI patterns
Adjust player control
Get particle and light effects onto the characters
Get gem system to work
Enemy generator

Concept (2d)
Menu & GUI

Levels 2d
Continue working on levels

3D
Make more animations and get the to work smoothly

Narrative
List of sound effects
Start to work on presentation
Sketch for trailer for GGA
Test the story on regular people

Other things
Take screenshots
Move to new office
Start on the last sprint

The sprint this week (w 17)

Tuesday, April 21st, 2009

The last weeks we haven’t had weekly sprint due to Easter and also because we had to finish up things we haven’t completed. Now it seams that we’re starting to get back on track and in the near weeks you’ll be able to see that : ) Our team is also growing a bit, but we’ll tell you more about it in the next few days.

Code:
AI programming
Get shadows to work
Sync normal maps in the engine
Vertex shaders
Basic collision

2d:
Help to fine tune 3d models

3d:
Fine tune animations

Level editor:
Fine tune bloom
Make levels more complete

Narrative:
Research

The sprint this week (w 14)

Tuesday, March 31st, 2009

Now we’re in production phase (major sprint 4), most of the concepting is done, the major tools are done, the game is up and running on the white box and so on. No it’s mostly putting everything together and making a game.

This week sprint looks like this:

Code:
Collision and basic physics
Player control and basic game play
Also continue work on Shaders, GUI, interface, particle effects

2d:
New versions of some of the enemies
Level 1 done

3d:
Continue making enemies

Narrative:
Should be done by the end of the week
Story and patterns for every enemy

Other things:
Test normal maps
New ingame pictures
Game presentation for the “game panel”

The sprint this week (w 13)

Monday, March 23rd, 2009

On Tuesday it’s the end of (major) sprint 3. So this week will be testing all of the thing we’ve implemented and done the last weeks.

On Wednesday (major) sprint 4 begins. This major sprint (divided into 4 weekly sprints) will focus on coding, implementing of shaders & particles, level design, 3d enemies and play testing the games all new features that were added last major sprint.

The sprint this week (w 12)

Monday, March 16th, 2009

The sprint last week was ok and we finished nearly all of our goals (two of our goals will be done in a few days). This was due to that our codes have had heavy lectures these past weeks. The good thing is that this course ended last week, so this week they will have 24h each day to code on PoH :p

This week sprint looks like this:

Code:
3D animations system
Physic and collision system
Implement basic character control

Level editor:
Continue to implement content
Write visual effects (shaders and so on)
Start to implement the trigger system for the scripting

2d graphics:
More enemies and models of them

3d graphics:
Fine tune the heroes
Skin 2 enemies and give them animations

Test:
3d characters with animation in the game engine (blending)

In the end of March we’ll be presenting a playable demo to our mentors for review, so it’s crunching time!

The sprint this week (w 11)

Monday, March 9th, 2009

Because of lectures and misjudgments of our animations, we didn’t make last week sprint goals. We’ll make it up this week instead, which means working 10+ hours/day

This week sprint looks like this:

Code:
Physics and collision system
AI system

Graphic 3d
Animate all characters with textures
Model enemies for level 1-2Artists
Make list of all the enemies

Level
Sketch on level 5
Continue building levels
Make level shares list

Narrative
Continue as usual
Trailer
Suggestions for the next trailer

Level editor
Implement scripting according to schedule
2d menus

By the way, the spring seams to have arrived : )

The sprint this week (w 10)

Monday, March 2nd, 2009

At first we had “Scrum sprints” that lasted about 4 weeks, but after the first sprint we decided to divide each 4 weeks sprint into 4 smaller “weekly sprints”. This so that the goals were more easy “to overview” and reach. This is roughly what the sprint of this week contains:

Code:
- Physics & colliding system
- Implement character control (hit, jump, magic and so on)
- Sketch on AI system

3D graphics:
- All the main characters done and animated
- Model enemies

2D graphics :
- Textures for all the main characters
- Concept of gems & gem system
- Graphics to the teaser

Level editor:

- Implement scripting

Narrative:
- Continue as planed

Levels:
- Continue making levels

Start on teaser