Blog Post 3, Sprint 3

 We just rapped up sprint 3 for Bedtime Climb, and so far things are still going smoothly.

A new requirement that we have been given, and must me repeated now for every sprint, is creating a velocity chart.


This entails writing down how many points we have completed over the past few sprints, and using a calculation to predict, using that data, when we would finish everything in our backlog. We currently have 110 points in our entire project, and have completed 35, 28, and 21 points over the respective sprints. Because of that, we only have 29 left, and our projected to finish the entire project by sprint 4.

Of course I will be adding more cards to the backlog as we still need to be doing work during sprint 4 and 5. In the programming aspect of this sprint, we fell a little behind, hence why we only completed 21 points this sprint, while we're normally averaging 27.

For what we have completed during sprint 3, was primarily 3 more levels. Level 3 was continued on from sprint 2 and finished, and level 5 and 6 were started and finished entirely in sprint 3. These are our last normal levels, but we do plan on making 1 more very short one to act as a tutorial level. Level 3 is a haunted house level, with rising fog and witches that fly around the map. Level 5 is our tallest level, which is sky scraper themed, the main tower being heavily inspired by the Berg Khalifa, and the last level, which is primarily what I worked on, was ocean themed.


The is the first, and currently only level to have "fog". I decide this would be a useful dynamic filter to help sell being underwater. The main tower is made of sand, and the static platforms are chunks of coral. The moving platforms on the other hand are far more interesting.


I wanted the moving platforms to be aquatic creatures. So I ended up making a shark model for the horizontal ones, Jellyfish for vertical ones. And then Eels for a brand new type. This new type of platforms moves up and down, but is still primarily focusing on horizontal moment. Each individual segment of the eels move separately though, so it creates this cool wave affect


In terms of timing, this level is by far the most aggressive with jumps. This sprint we also finished are actual timer which will be on the UI, we're hoping to make this level one of the hardest.

There has been a reoccurring themes of rotating props in the background to help sell the perspective for the player. For the ocean level I thought it would be cool if I made a school of fish that covered half the map.


The eels were the most difficult portion of this level. They of course have their own unique movement scripts, but I ran into some unexpected errors regarding the speeds of their horizontal movement. It was fixed, but for some reason the individual segments would end up accelerating on their own.

The other major thing I had to do this sprint was compile the prototype version for the playtest. All three of us have been working on independent version of Unity, and sent assets to each other whenever needed. Because of this, Sprint 3 was the first time I actually had to combine and compile everyone work. This took some hours but eventually worked and we we're quite happy.

Sadly the prototype would turn out to cause some more problems later on. After the successful playtest, we needed to access the original developer version of the prototype so we could copy back some scripts onto our own person version. Except Unity decided that the build no longer existed despite me having all the files still on my desktop. It took a lot of trouble shooting but I eventually solved it by throwing all the data in a placeholder folder and told Unity too upload any data in that folder into a accessible Unity file, which worked!

The majority of sprint 4 we plan on revising work, especially scripts, instead of adding a whole lot of content. One of us will be making the ultra short tutorial level, while the other 2 members will be fixing any potential issues with our current assets.

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