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Kung Food Development Week 3 (9/6-9/9)

  • Writer: Andrew Decker
    Andrew Decker
  • Sep 9, 2022
  • 2 min read

This week our team was coldly awakened to a project status meeting directed by our boss, Mr. Compton, in which many members began to fully realize the scale of our project and the commitment it would take. At this point, the coding lead and I determined that it would be critical to hold a full team meeting on Wednesday and every subsequent Wednesday and to adopt an agile development cycle, with which individuals would set goals every week and determine whether or not they have met them at the next meeting. Come Wednesday and I, along with the other team leads, am anxious to assess the team's readiness to begin development. I decided to incorporate a timer into the meeting to keep it brief and prevent it from being derailed. I set the timer for 25 minutes--although the meeting took only 10--as I went one by one to each person and discussed a goal. While some goals were more ambitious than others, I believe that the meeting provided needed clarity for many team members. I set my goal last, which was foremost to fulfill my managerial duties of organizing and addressing issues that came up, but I supplemented this goal with the mechanical design goal to finish our first character's frame data sheet and begin work on the second.


Over the last couple of days, I have found major success with the agile development cycle, and looking around at my team it is clear that they have as well. I attempted to balance the moves data by comparing and analyzing combo potential through each move's onHit data, start-up, and recovery frames, and I added a new column for pushback, which in tandem with a move's hitbox would determine how well each set of moves work as a system. The alpha build date is set for Wednesday next week, so hopefully testing in that environment would allow me to adjust the data. However, next week my greatest goals are A: to fully ensure that everybody has something to work on and is working on it, and B: to determine a tool with which the other mechanical designers and I can intuitively adjust hitboxes in a visual space.

 
 
 

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