Sprint Report Template
Main Areas of Activity by Person
Name of the person and what they did.
Example:
Main Areas of Activity by Person: As we encountered errors both in the code and in merging code in GitLab, all team members spent several hours in team meetings trying to help each other or resolve merge conflicts. In addition to these emergency meetings, time was spent planning future activities and analyzing the work done. Additionally, each person had their specific areas of activity:
Mati – started by installing visual sprites for the bomb. Created bomb explosion logic, which is triggered according to a timer. Added sprites that consider the bomb's location, explode in four directions at the required distance, and do not pass through blocks. Attempted to implement the initial logic for breaking bomb tiles. Assisted Karl in scaling the world and fixing associated errors. Integrated bonus item classes into the game, added sprites, and wrote drop logic.
Karl – Ken placed sprites on our player body and added movement animations (player's posture changes when moving, changes direction, etc.). Rescaled the values describing the world to make dimensions and physics more realistic (for example, with a default setting, one pixel equated to 10 meters, and bodies weighed enormously, which meant that getting them to move reached very high speeds and there was a limit). Configured a contact listener that detects collisions, sets up collision relationships between bodies, and implements box destruction by bomb explosion. Configured the impact of bomb shockwaves on the player.
Andrus – designed the beginning and end screens of the game, created a new player controls (instructions) screen, and buttons for navigating between screens. Attempted to install the first sprite. Defined item classes and their attributes. Configured sound volume and added explosion sound accompanying the bomb explosion. Dealt with code review.
Time Spent on Tickets (Issues)
List the tickets and add the logged time for each ticket
Each member's total time spent on one sprint is provided
Example:
- Mati:
Implementing bomb explosion event – 9h
Debugging and retrying world rescaling – 1.25h
Timing bomb explosion sprites, drawing them in the right place, and spreading them - 3.5h
Reworking bomb sprite drawing on the screen – 0.5h
Team meetings (resolving Git and code conflicts) – 3h
Refactoring item classes, drawing sprites, drop logic - 1h
Git documentation and sprint analysis – 2h
Total 20.25h
- Karl:
Adding sprites and animations to the player, improving movement – 6h
Implementing bombs in the game, debugging creation errors, adding max amount of bombs to the game – 4.5h
Rescaling world dimensions and physics – 3h
Box destruction by bomb – 5.5h
Team meetings (resolving Git and code conflicts) – 2.5h
Writing World contact listener, setting up collision relationships and detecting them by the listener – 1.5h
Total 23h
- Andrus:
Installing initial sprite on the bomb – 0.5h
Designing title screen and creating player controls menu – 2.5h
Designing the lobby – 2.25h
Creating the game end screen - 2h
Defining item class and their logic – 1h
Adding bomb explosion sound – 0.5h
Team meetings (resolving Git and code conflicts) – 3h
Code reviewing – 2h
Planning for the next sprint – 1h
Retro for the second sprint – 1h
Total 15.75h
What Planned Work Was Not Completed? Why?
List all the work planned for the sprint
Mark what was done and what was left undone
Example:
The following tasks were planned for the sprint: * Adding sprites and animations to the player completed
Defining item classes and their logic and installing them in the world Item class completed, installing them in the world not done
Implementing the bomb explosion event completed
Character lives partially completed
HUD partially completed
Adapting for multiplayer gameplay and binding to the server not done
As the logic for breaking boxes with bomb explosions turned out to be more complicated than expected, the majority of the sprint was spent on this, and there was not enough time for some other activities. For example, we didn't manage to complete the implementation where bomb explosions affect the player's lives. Additionally, although we defined item classes and their logic, we didn't have time to install them in the world or write the effect of picking up these items on the player. We also wanted to create the HUD to accommodate data for four players (name, lives, etc.), but we didn't get there. Adapting for multiplayer gameplay and binding to the server was planned just in case everything went smoothly, but in reality, it was mainly planned to be dealt with in the next sprint.
Plan for the Next Sprint
Example:
Deploy the game to the server for testing multiplayer functionality
Make the menu and other screens more polished
Implement AI
Marking walls on the map
Improve code structure
Communication with the Team and Supervisor
Example:
Communication with the team went well again, the main communication channel was still the Facebook group chat. A couple of longer internal meetings for error resolution or planning were held on Discord. Additionally, we had a call with the supervisor halfway through the sprint, where we showed progress, asked for feedback, and received further guidance (mainly on which activities are less important and should be postponed due to time constraints and which are more prioritized). One communication error occurred when two team members failed to mention that they made changes to the master, and the third continued developing an older version, which caused conflicts, and subsequent merging was unsuccessful.
Retro
https://projectdoc.pages.taltech.ee/general/retrospectives.html