Carrier Dev Blog 4 | Core Mechanic Sprint Reflection

This week the Carrier team completed our core mechanic sprint. Over the week we worked hard to solve some issues with our camera as discussed in previous blogs as well as incorporate all the core mechanics we intended to complete during this sprint. Our plan for this sprint was to accomplish the following:

  • Helicopter motion through mouse movement
  • Attaching and detaching objects to and from the rope
  • A camera that follows the helicopter
  • Primitive rope and object physics
  • Some core and placeholder art

On Thursday we presented our potentially shippable demo with our core mechanics implemented. We produced two .swf files for our presentation:

Core Mechanics Demo

Mouse Based Motion Demo

At the end of this sprint, we accomplished the following:

  • Helicopter motion through keyboard movement and a separate demo  demonstrating mouse control
  • Attaching and detaching objects from the rope, but not properly passing the kinematics to the object
  • A camera that follows the helicopter and can zoom and parallax dynamically
  • Pseudo-physics controlled rope and Newtonian physics applied to loose objects
  • Some really great art to start populating the world with

While I am very pleased with the outcome of our sprint (the demo looks and feels great for having such a simple goal), as product owner I feel we are, given our sprint schedule, still a bit behind. We failed to implement mouse movement, object physics through the rope, and getting the helicopter to pick objects up from the world. The team is proud of our product and morale is high, but I made the point at our meeting that just because we left time at the end of the development timeline empty and our project is scheduled to be finished a few weeks early that does not mean that we can plan to or be satisfied with failing to meet our sprint goals. We as a team need to go into each sprint determined and able to complete all the goals of the sprint without telling ourselves, “well, we have extra time so it’s fine if some work spills over to the next sprint.” because the purpose of leaving that time is for polish and last resort development. The scrum master and I therefore determined that we will push the next sprint to accomplish the following goals:

  • Complete what we failed to finish in our core mechanic sprint: implement mouse movement and apply intended physics to objects attached to the rope, getting the helicopter to actually pick objects up from the world
  • The next sprint focuses on object interaction and enemies
  • Objects colliding with buildings
  • Objects colliding with each other
  • Enemies as a threat to the player

As a side note, WordPress is driving me nuts, so I made a new blog for my general professional life on Tumblr.

Thanks much for reading.

~ Wes

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