A continuation on my previous blog post.
First of all, we had issues with Unity Collaboration once again (whoever saw my Alpha-presentation knows what I am on about, also mentioned in my blog earlier). The project updated poorly and caused the game to crash on one of the computers. Of course, this brought negative feedback that we later on filtered out.
To conquer this issue once and for all I decided that the weekend before any presentation showcasing the game our programmer will create the final build. This way our lead coder has the opportunity to look things through without anyone messing it up. Once again, not learning from our previous mistakes we implemented some features the morning before the session. Mistake. Again.
We had a group meeting directly after the play-testing session to evaluate and reflect on the feedback. We got as many as 30 individuals answering the survey I had prepared. Diagrams depicting the results combined with written answers proved its worth when we collected the feedback. We also wrote down notes and comments by hand and combined them together. Some tweaks stood out but far more valuable was the suggestion for new features we had not thought of. This included an indication before the next enemy wave. Now the music of the game hints at what is coming and a sign indicating the spawn of the enemies is roughly implemented.
I exported the results and uploaded it to our shared folder of assets for the project.
As pictured above, it is clear the fire rate and velocity of the standard bubble projectiles has to be increased. This is however a tweak instead of a feature so it was not a high priority of the following sprint. Instead we focused on the final features we wanted to have implemented. I used a basic Scrum pull backlog for this; tasks were delegated but not to a full extent. Instead, the team members could pull tasks once they’re done with their highest priority. This was a success, since every feature we decided to implement are featured in the current game build. Better yet, it’s a weekend before the next presentation of the game.
-Mikael Sukoinen