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Sprint 7: Post-Mortem (Literally)

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This was a long march caused by a cascading series of failures, and in the end I'm not super proud of what I accomplished despite having, what I believe, to be top-notch help and some of the better students within the CAGD program. I was unable to use the resources I had effectively, and that's ultimately on me. The things we did right were a very, very, strong early start. This was when the game got the vast majority of its work done. Items still didn't work, but we were able to rapidly get down an idle game concept and then use it to improve on the game. We were proud of the unique themes, there were plenty of cards to pull from, and overall everything seemed to be organized. Our team worked strongest when Milo and I could get features in, Bradley and Kyle could get a few models in, and then all of that would be completed and wrapped up at the end of the sprint. We had a clear vision on what we wanted to do, despite not really having a gameplay document to go off of. Our