Sprint 2 - SwEng-UCM/P_Tactics GitHub Wiki
Documentation describing the sprint 2, done and developed between the 18/02/2025 - 25/02/2025.
Included in the documentation the Sprint Planning, the Sprint Review and the Sprint Retrospective
Sprint Planning
The sprint goal for this sprint is: "Reach a playable state of the game, where troops can be commanded (with aim and move), and turns can be played." We aim to create an autonomous controller to manage the game (with commands), as well as the troops to be able to aim at directions and move properly. We have selected the following user stories to be implemented into the game:
1. Story 2 - TROOPS:
Description: "As a user I want to be able to control the movement of my troops so I can choose which tiles they pass through."
Size: Large (Around 3-4 hours).
Priority: P1 (Important for the development).
2. Story 5 - TROOPS:
Description: "As a user I want my troops to be able to die so the game has an end."
Size: Small (Around 1-2 hours).
Priority: P0 (Vital for the development).
3. Story 6 - TROOPS:
Description: "As a user I want to be able to pass the turn, so I am not obligated to move all my troops."
Size: Small (Around 1-2 hours).
Priority: P0 (Vital for the development).
4. Story 7 - TROOPS:
Description: "As a user I want my troops to be able to shoot so I can kill those of my rival."
Size: Small (Around 1-2 hours).
Priority: P0 (Vital for the development).
5. Story 1 - CONTROL:
Description: "As a user I want to have an ordered turn, so I can play the game and develop my strategy."
Size: Large (Around 3-4 hours).
Priority: P1 (Important for the development).
6. Story 2 - CONTROL:
Description: "As a user I want to be able to win after defeating all enemies."
Size: Small (Around 1-2 hours).
Priority: P1 (Important for the development).
Sprint Review
During this sprint, we achieved most of our objectives, reaching a solid state of the game where it can be played, a summary of the achieved results are:
- Development of commands so the user can manage the troops, and communicate with the game.
- Development of movement (which has a pathfinding algorithm), so the troop goes to a given cell following a valid path (i.e traversing the map, without going through any walls, recognizing the valid position...).
- Development of the concept of aim, establishing a danger tile and a system to identify if the troop dies when moving.
- Development of a controller to manage the course of the game, catching the commands, showing and updating the game.
Sprint Retrospective
What went well during the sprint?
During the sprint, we improved in the division of work and the application of the Scrum methods, which improved our productivity and the resolution of work. The different roles have resulted to be effective and useful to the group to solve questions and problems, and to express the concerns of the group.
What went wrong during the sprint?
During the sprint planning, we were too ambitious with our plans, without taking into account the different setbacks or obstacles, leading to working overtime and in a hurry. We tried to do Pair Programming but it didn't go as intended, where we were not as productive with each other, and the division of work was messy and not well-distributed.
What can we learn and improve for the next sprint?
We need to develop a better system to divide the work and to improve the workload we assign, we need to do better sprint planning and establish boundaries and rules if we are doing pair programming, as well as creating a calendar to know when different aspects are being developed.