Sprint 6 - SwEng-UCM/P_Tactics GitHub Wiki
Documentation describing the sprint 6, done and developed between the 22/04/2025 - 06/05/2025. Included in the documentation the Sprint Planning, the Sprint Review and the Sprint Retrospective
Sprint Planning
Sprint Goal: For the sixth sprint, we are going to improve the last parts of the game, as well as fulfill the last requirements of the project, mainly focusing on the documentation, the CPU and the multiplayer LAN conection.
In addition, we are aiming to refactor and add the mechanics we could not add in the last sprint.
For sprint 6 we chose the following user stories to implement:
(With same enumeration and category as in Product Backlog)
1. Story 4 - Requirements (Improve only, it was implemented in sprint 5) :
Description: "As a developer I want to play with an automatic player, so I can play without needing friends."
Size: Large (Around 3-4 hours).
Priority: P0 (Vital for the development).
2. Story 3 - Objectives:
Description: "As a user I want to win by reaching a key tile (in case of continuous stalemate)."
Size: Small (Less than 2 hours).
Priority: P0 (Vital for the development).
3. Story 5 - GUI:
Description: "As a user I want to be able to play with other players on each PC, so we do not have to share computers."
Size: Large (Around 2-3 hours).
Priority: P0 (Vital for the development).
Sprint Review
All proposed objectives have been implemented and the sprint goal was achieved. Overall, the game is in a good state, with a nice graphical interface, playable with automatic player, and with a multiplayer feature. We have focused on improving the game as much as possible during this last sprint, while refactoring the parts of the code that needed reviewing. However, we regret not having more time to add the different ideas we had for the game.
Sprint Retrospective
What went well during the sprint?
We had good communication and effective task management, which allowed everyone to contribute smoothly. Team members helped each other when needed, making the collaboration efficient and supportive.
What went wrong during the sprint?
We encountered some difficulties when releasing code that hadn’t been thoroughly tested, especially after certain refactorings. This occasionally led to unexpected issues and created a bit of chaos, which made parts of the process feel tedious and frustrating at times.