Team Status Report for 3/26

Our project was scheduled to reach MVP this week. We’ve met this benchmark in some ways, but have fallen short in other ways.

An MVP is suppose to be the minimum viable version of our game. This means that game is supposed to be in a playable state, and that we could theoretically give the game to a friend and they could play it start to finish. Our game isn’t quite at this stage yet. Instead, this week we were able to successfully complete a tech demo of the entire pipeline of technologies: a signal can get sent from the drum, be received by the computer, and then displayed on the screen.

Here is a screenshot of the game:

Our project currently meets the MVP benchmark in the sense that “all of the technologies have been tested and they can interact with each other”. However, our project falls short because it is not yet an engaging video game experience. There is still a lot of aesthetic changes that need to be added to the game before it feels like a fun experience.

We ran into an unexpected challenges with integration this week. The game does not compile on Windows, which means that Shreya and Stephen cannot run the game on their computers yet. We need to divert some of our energy this week to fixing this before proceeding with other features of the game. As a result, the gantt chart has been updated. Here is a screenshot of our latest Gantt chart:

Our MVP deadline was pushed back by a week, which means that we are currently 1 week behind schedule. However, we incorporated 1 week of “slack time” in our schedule, so we are still on track to meet the end of semester deadline.

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