Zomb-Merge - Sprint 2
Zomb-Merge - Sprint 2
My name is Kyle Ramser and I am currently taking a mobile development class in the CAGD major at Chico State. The group that I am in, Graveyard, is working on a puzzle merge game called Zomb-Merge, which is similar to 2048, with added boss battles, upgrades, and progression. We just wrapped up our second sprint, and while it was a bit rougher than I had hoped, I was still able to do a good amount of the work I had wanted to complete and put our game in a better position than it had been before.
The main reason that the sprint was more difficult this time around was due to my getting sick early on in the process, which ended up lasting for nearly a week and had me bedridden for most of that time. After all of this blew over, I did as many of my points as I was able to but ended up being blocked on a few of the more important ones that I had to do for the sprint. With a lot of the major gameplay still being worked out at the time I was unable to create a functioning attack button or a losing screen, and while I was able to create the pause menu itself, with the code not being finished quite yet there was nothing for me to pause. This simply means that while I wasn’t able to finish the whole point for being able to pause the game, now that I have all the menu buttons and UI set up, I can easily add the functions into the already existing buttons as soon as I write the scripts.
As for the cards that I was able to complete, I added a main menu scene, as well as the pause menu within the main scene that I had talked about earlier. I made sure that both of these menus flowed well together and could switch between each of the scenes without any hitches or issues. On top of this, I made sure that all of the UI I had added in the last sprint would scale with the screen size, rather than be set to a specific number of pixels. This required me to resize and replace most of the UI, which wasn’t too difficult but was an unexpected hitch in the process. I ended up going back and retexturing most of the models I had created in the first sprint since we decided to change the theme from a more realistic to a more cartoon-themed layout. While I was doing this, I also recut the models so that I could add separations with a simple paint texture on the board where the blocks could be laid out, which made it easier for my programmer to lay out all the game objects for the blocks and for the players to know where each block would end up after swiping.
While I am proud of the amount of work I was able to put in in the time that I was not sick, even that could have been full, and after I got blocked, I definitely could have picked up a few more cards to fill in for the ones that I could not do. I tried to do what I could with the menus to set up not only myself, but my programmer as well for success in our next sprint, making it easier for both of us to complete the important things like pausing and changing the options. So overall, this sprint was not my best, but next sprint I am hoping to pick up the slack that I left on this one and make sure that my next sprint is much more full.
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