370 Blog Post 2

     For the second sprint, our team learned a valuable lesson. After our first sprint, we realized we needed to plan our entire process using trello, rather than adding a few random things to the backlog to fill out a requirement. We got to work filling out our backlog, and we actually were somewhat successful at first. However, due to an overall lack of motivation to work until the second week, very little was accomplished during the first week of our sprint. 

    On the second week we were awoken to the reality of what needed to be done, and we began taking steps towards accomplishing our goals. Thursday I, as a project leader, was reminded that I need to show my work, and that I am responsible for my teammates to an extent. I hadn't properly filled out my role up until this point, but I decided this would go on no longer. Thus, our work began. Both on completing our first electronic prototype, and on improving our own workflow.

     For myself, I assigned myself work I believed I could accomplish somewhat quickly as I reintegrate Unity C# back into my normal workflow. This includes basic scene management and assigning the correct components to the correct objects in the scene to make sure it runs smoothly. I also created a start screen, which would be the first thing the player sees, an image of which can be seen below.

Reintegrating into unity was not difficult for our group, as Usume and Patrick were already very comfortable and I myself needed only a few refresher videos and a few glances at the scripting API before  was ready to go. Once we confirmed for the final time that we all had the same version of unity downloaded, we were all able to begin a fast and efficient work ethic and accomplish much towards the end of the sprint. While yes, this is due to our own failure, I see potential in our future, and I hope we can reach that potential in future sprints.

I also gave myself the job of figuring out our scoring system, which took me on a unity journey as I tested different methods of scoring while communicating with the team what kind of game we were designing. Initially, we intended for the goal of the game to be more of a "beat the timer" type of game. However, as we moved forward with the development of the game, we realized that our level design was geared much more closely towards a time-trial type of playstyle.

Although it is somewhat hard to see, I added a timer to the top right corner of the screen that begins as soon as the scene is initialized. After the player presses play on the start screen shown earlier, they are dropped into Usume's level by the scene management code I added. Then, the timer I created will begin, and Patrick's player movement system will be used by the player to maneuver and complete the level.

The largest lesson we learned this week was a sense of urgency. It is ironic, considering one of the filler cards we added for space said exactly that" We want to create a sense of urgency for the player." I wish we had simply named that card "create a timer and figure out how we want to use it." Because that's what the task essentially became. We realized this sprint that we need to properly plan our entire process using trello, and work together outside of class more often. 

We are finally finding or footing as a team, and I hope we get the chance to show that in the next sprint and with the results of the next sprint.

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