Sanctum Infernum Week 6
- joshhare123
- Jul 4, 2024
- 3 min read
Genre Change
A major change was decided at the start of this sprint which was to change the genre of the game. The main reasoning for this was how badly the project has been going this is primarily due to people failing to finish work some of these being important for the project to progress. Mainly the mechanics and the turn based combat not getting finished forced us into a choice of making a more simplistic style of game on risk of not finishing. Why we went with a shooter is mainly in the time we have it is achievable but also if the team follow scrum and agile methodology more closely we can get a game done.
Throughout the project so far I believe we have been stuck within the storming and norming stages of Tuckman's stages of group development. The storming stage is where ideas would be given out for tasks but is also where to most conflict would arise and norming is the stage in where the team would start to work and more efficiently. My reasoning why which continues from what i have already said before this primarily being miscommunication and occasional arguments. The fact that team fails to communicate and at time get angry can really pull us out of the norming stage that we can get into at times as norming is where the team is efficient but because of these problems we lack that efficiency.
Weekly Sprint
During this weeks sprint my task was to use the assets made my the artist for the castle level and insert them into it. It's important for the level to have assets mainly for looks otherwise they will look empty and uninteresting but also as a level designer placing them in a way that enhances how the level plays and feels. Now that the game has changed direction from turned based to a action shooter my main goal was to use the assets to turn a layout that was meant to a turned based game to work with the new game play.
Since we have transitioned to a shooter my main goal at the start was to apply areas of cover that the player can hide behind. Basically If I make it work well as a level I can then focus on how it looks. Now at the start of the week not all the assets where ready and uploaded to unity so I had to use dungeon assets that would work within the castle whilst I waited. The main reasoning for waiting for more of these assets was because there was not enough to fill the level to begin with making feel empty, it was until the final day before the end of the sprint the assets where put in. At the end of the week I was able to finish my task and update it on the Jira with images to show off what I had done
Though we had problems with Jira early on within the project we are at a stage where we are using it more and more. As a workflow tool is has helped in keeping the project going forward and has helped with my own understanding of AAA workflows and the importance of good communication. I have made sure to constantly check Jira for updates on tasks and progress, Uploading images as evidence and making sure to update the current state of my tasks to whether it was in progress, needing to be started or done.
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