January 28, 2019

Sprint 001 reflection

What did we accomplish?

  • We implemented the Trello, which gives the fans more visibility into what's being worked on.

  • We added loads of new avatar outfits, including:

Evening gown
JIT crash site investigator
Syria warfighter
Navy blue skirt suit
R&R leave summer dress
Norway winter outfit
Operator casual outfit

  • We implemented the relationship tables.

  • We added an experience point (XP) and levelling system.

  • We streamlined the master skill list, and added lots of opportunities for the agent to gain skill XP during the Lifepath.

  • We improved the skill rolls present in the game, providing better player feedback and clearer explanations, and adding a "critical success" rule so rolling a natural 10 succeeds at any dice roll.

  • We added avatar makeup to many Lifepath scenes.

  • We created 3D Illustrator meshes that will speed up artwork production in future.

  • We added a new avatar feature, allowing her hands to be restrained behind her back.

  • We updated the character sheet, so it displays the agent's attributes, skills and number of sexual partners.

 Did we meet the sprint goal?

  • No, we did not release Female Agent 1.4 in a polished state.  We released a Beta test version instead.

 What worked really well this sprint?

  • On several occasions, I felt an urge to work on things that weren't in the sprint plan, but the sprint plan helped me stay focused.

  • I feel like I communicated much better with the rest of the team and the community.

  • Better organisation enabled the team to work concurrently, which sped up production.

  • I feel like we produced more in a shorter time than we would have done without this new process.

  • Even though we didn't hit the sprint goal, we still released something on the release date.  That's the first time that's happened in Female Agent's history.

  • I organised my personal time better, with dedicated dev days (instead of just trying to work on the game all the time).  This meant I took better care of my life and my real job on non dev days, which meant that I had fewer emergencies to deal with.

What could have worked better?

  • My pomodoro estimates for most tasks were too low.  Almost everything took more time than I envisaged.

  • I should have allowed more time for polishing, testing and review.  Too often, things were marked "done" when they still needed testing really.

  • I could have set the goal more intelligently.  In hindsight, a Beta release was more achievable than a polished version.

  • We launched with very little relationship table content.  This is something Hyneman repeatedly asked me for, and I kept pushing it back until it was too late to produce.  Tasks like this, which require lots of creativity, are better tackled a little bit every day rather than in one big chunk – I could have organised this much better.

  • In the final week, I skipped exercising and ate really unhealthily.

Notes

  • Even though we were only able to release a Beta, I feel that this new dev process is way better than the way we used to work.  Everything just feels better organised and more transparent.  What do you guys think?

Comments (5)

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Wodanoz · January 28, 2019

On one hand it took you long, yes. But on the other hand, the game content doubled with the new life path. Thanks for keeping up the good work. Your hard labor and optimizations in the development process have not gone unnoticed.

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Nymphonomicon · January 28, 2019

I have only been a patron for a short time, but I do know that there was a huge pause between the previous release last year and this one. As far as I know, this method seems to be working better for you than whatever you did prior. With a little more fine-tuning and adjustment, I think you can get it to the point where it is a well-oiled machine running at a healthy pace.

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Enrico · January 28, 2019

Pretty clear and well described, this is the right direction. That said, considering the time spent, I hope that what you built since the previous major release will have consistent value for what is to come. I'm also curious to see what are going to be the next steps, bye ;)

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Ryan Simpson · January 28, 2019

Played through the new beta last night, quite enjoyed it, but it was definitely unpolished. I would suggest for the future giving yourselves more time to finish everything the team needs to do, even if that means longer times between releases. The multitude of sprint reports and Trello page gives us more than enough insight to know that tasks are actually being accomplished. If a release is done, polished, and most known bugs are fixed, then you can always release the version early. Other than that, I'm excited to see where things go from here.

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Xinix · January 28, 2019

I prefer the new method and have to agree that estimating how long a task will take is not your strongest trait