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Kung Food Development Week 10:10/31-11/4

  • Writer: Andrew Decker
    Andrew Decker
  • Nov 4, 2022
  • 2 min read

Started the week by reworking the team management to more directly utilize SCRUM: namely implementing taiga.io user stories which would dictate our direction.


The use of user stories clarifies how the design will impact the player's experience and outlines what steps we have to take to implement that design with tasks.


The new management style also incorporates more frequent team meetings, (3 15-minute huddles per week) and less frequent project iteration meetings (longer meetings 1-3 weeks apart) where we detail specifications for our next build.


I've also enlisted the help of graphic design students to create our logo for the game.


I've helped to address several source control and coding issues as they've come up, however my main concern is the increasing frequency of absences, especially among the programmers. I aim to try and resolve these issues by encouraging the less experienced programmers to start exiting their comfort zones, and I think they've been succeeding.


Another obstacle I'm detecting is some tension among teammates (mostly towards me unfortunately) as I think people are either forfeiting too much sovereignty in their role, which has led me to have to micromanage or delegate, or they aren't communicating or clarifying their ideas, which has led to some disconnect in peoples' vision of the game.


I don't wish to be the sole designer whose ideas are treated as final, however I fear that until other designers start communicating their ideas, people will see my "vision" as the only basis for the game. After we finish our demo build, I want to take feedback from the testers and encourage the other designers to communicate their revisions and features for the next iteration, so that they have more liberty and sovereignty over their ideas.


 
 
 

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