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Sprint 1
For our first sprint my first priority was to get the whole team on the same page on what the experience of our game is. To assist with that I created a game outline of the first five acts. This is more than we plan to make for our project but eventually we hope to complete all 8 acts. This outline simply highlights the key game play moments without the narrative.
To expand on this document I put together a sheet that shows each weapon (including real world reference, damage and details), character and enemy. For the enemies I included their background and attacks.
I also created a Scrumwise to help organise the team and maintain an Agile methodology. This is software we have used countless times and each time it has proven to greatly improve productivity within the team.
Finally to allow members to collaborate easily from home I set up a discord server.
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Scrum and Agile - Best software tools and platforms in 2019

We've already spoken several times about the Agile methodology and, specifically, the Scrum framework. We come back to the topic at the beginning of the new year to highlight a recent article written by Ben Aston on the technical blog thedigitalprojectmanager.com, which we really liked, on that same topic. The post title is quite self-explanatory: 11 Of The Best Scrum Tools To Increase Your Team's Productivity. The post is basically a review of eleven Agile & Scrum project management tools that - if properly implemented - could reasonably increase the productivity of any company of working group. More specifically, the tools reviewed in the article are as follows: Jira – https://www.atlassian.com/software/jira/ Target Process – https://www.targetprocess.com/ Vivify Scrum – https://www.vivifyscrum.com/ Yodiz – https://www.yodiz.com/ ScrumDo – https://www.scrumdo.com/ Quickscrum – https://www.quickscrum.com/ Manuscript – https://www.manuscript.com/ Scrumwise – https://www.scrumwise.com/ Axosoft – https://www.axosoft.com/ Scrumdesk – https://www.scrumdesk.com/ Zoho Sprints – https://www.zoho.com/sprints/ Each entry features some screenshots of the agile platform and a short review illustrating its strengths and weaknesses.
Free alternatives
The article is well written and updated to the latest software released on the market over the last few years: however, it mostly focuses on the Agile platforms built for the business and corporate world. Most of these products are quite expensive: some of them are available on-premise (commercial license); most of them adopt a cloud -based approach, with the usual variable pricing plan depending on the number of users and the features that can be activated. Personally, while appreciating the often superior features present on these solutions, we still recommend - at least for the first time - a "simpler" and "cheaper" approach - expecially for those who never tried an Agile framework before. The reason for that is simple: a newcomer could easily feel lost in front of such complete and feature-rich platforms, and spend a lot of months (while paying an expensive fee) learning how to properly use it. For such reasons, the Scrum platform we recommend for starters in 2019 is still the excellent - and completely free - EasyBacklog, which we reviewed in this article and is still rocking. As a viable alternative, we also suggest to try Trello, a free project management suite that can easily be configured for Agile development frameworks (including, yet not limiting to, Scrum): we briefly talked about Trello in this post. If you know other great free or paid alternatives which are worth mentioning, leave us a comment and we'll put them in this article. Until then... Happy development! Read the full article
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German Kanban Software Marktforschungsbericht und Bboom weltweit mit Key Playern, Typen und Anwendungen
<strong>Marktübersicht</strong> Der Bericht hebt die Markteintrittspolitik für verschiedene auf dem Markt tätige Schlüsselunternehmen hervor. Bei der Erstellung des Berichts wurden verschiedene grafische Präsentationstechniken wie Diagramme, Grafiken, Tabellen und Bilder verwendet. Der Kanban Software -Marktbericht unterstützt statistische Analysen in Bezug auf Schlüsselfaktoren, einschließlich der wichtigsten Treiber, Herausforderungen, Chancen und Einschr��nkungen, die voraussichtlich einen erheblichen Einfluss auf den Marktfortschritt haben werden. Darüber hinaus enthält der nächste Abschnitt des Berichts eine Markteinschätzung von oben nach unten zusammen mit Schlüsselmustern, Hauptakteuren, Herausforderungen, Anordnungsmustern, Eröffnungen, einem professionellen Überblick und einem zukünftigen Leitfaden. Die Marktstudie vermittelt außerdem wesentliche Rahmenbedingungen der Branche sowie wichtige Entwicklungsstrategien und -richtlinien. Auch Marktwachstumstrends und Marketingkanäle werden analysiert. Dann bietet es eine Untersuchung der vorgelagerten Rohstoffe, der nachgelagerten Nachfrage und der aktuellen Marktdynamik.
<strong> <a href=https://www.statistifymarketresearch.com/reports/kanban-software-market/sample-request-68561>Request For View Sample Kanban Software Market Report </a></strong>
<strong>Methodik</strong> Der Bericht basiert auf zwei Forschungsansätzen – primär und sekundär. Zu den Hauptquellen gehören Pressemitteilungen, Jahresberichte, Regierungswebsites usw. verschiedener Unternehmen, die in dieser Branche tätig sind, sowie Ansichten verschiedener Analysten, Experten und Forscher. Sekundäre Quellen umfassen wirtschaftliche, politische, soziale und andere Szenarien des Marktbereichs. Verschiedene Quellen tragen zusammen zur Erstellung dieses entsprechenden Berichts bei, um das Marktwachstum zu verbessern. Die Berichtsforschung enthält verschiedene Ausblicke auf die verschiedenen Marktsegmente.
<strong>Berichtszusammenfassung</strong> Berichte sind für jede Art von Kommunikation auf Organisationsebene äußerst wichtig. Die in diesen Berichten zum Ausdruck gebrachten Erkenntnisse werden regelmäßig als Nährboden für Entscheidungen genutzt, die sowohl die kurz- als auch die langfristige Planung des Unternehmens betreffen. Obwohl die Anforderungen und der Inhalt eines Berichts für verschiedene Unternehmen unterschiedlich sein können, besteht der unkomplizierte Ansatz darin, Fakten und gesammelte Daten darzustellen, um dem Leser nützliche Informationen zur Verfügung zu stellen, um eine vernünftige Entscheidungsfindung zu fördern. Es soll umfassend über alle Hindernisse und Leistungen des Unternehmens Rechenschaft ablegen. Der von unserem Team erstellte Bericht hilft der Geschäftsführung der Organisation, Fortschritte und Wachstum zu verfolgen, Trends oder Unregelmäßigkeiten zu erkennen, die möglicherweise weiter untersucht werden müssen.
<strong>Marktsegmentierung</strong> Um einen strategischen Vorteil zu erzielen und eine bessere Geschäftsstrategie zu gestalten, ist es wichtig, die operative Hauptstrategie der Wettbewerber, den Markterfolg in der Vergangenheit sowie das Produkt- und Serviceportfolio zu berücksichtigen. Die Recherche wird mit der richtigen Marktsegmentierung viel einfacher und detaillierter. Die Studie bietet eine detaillierte Segmentierung des globalen Kanban Software -Marktes basierend auf Umsatz, Umsatz, Wachstumsrate und Marktanteil jedes Segments. Die primär analysierten Segmente sind Software, Endbenutzer und Land. Es ermöglicht den Stakeholdern, jeden Teilmarkt strategisch in Bezug auf den individuellen Wachstumstrend und den Marktbeitrag jedes Teilmarktes zu bestimmen und wettbewerbsfähige Erweiterungen, Allianzen, neue Produkteinführungen und Akquisitionen des Marktes zu schaffen. Die Datentabellen und die zugehörigen Grafiken im Bericht machen die Forschung leicht verständlich.
<strong>Globaler Kanban Software -Markt nach Produkttyp und nach Anwendungen:</strong>
By Application (Large Enterprise, SMBs)
By Type ( Cloud-based, On Premise,)
<strong>Top gelistete Unternehmen:</strong> LeanKit,<br> Kanbanize,<br> SwiftKanban,<br> One2Team,<br> Kanbanflow,<br> Targetprocess,<br> Kanbanchi,<br> Trello,<br> Aha!,<br> Kanban Tool,<br> Smartsheet,<br> Scrumwise,<br> Kanbanery,<br> ZenHub,<br>
<strong>Gründe, diesen Bericht zu kaufen:</strong> Es bietet eine deskriptive Analyse der Nachfrage-Lieferkette im Kanban Software Markt. Der Bericht enthält eine statistische Analyse einiger bedeutender wirtschaftlicher Fakten. Verschiedene Daten im Bericht wurden in Form von Zahlen, Diagrammen, Grafiken und Bildern dargestellt, um den Markt klar zu beschreiben. Der Bericht enthält die Marktdefinition des Kanban Software -Marktes sowie die Analyse verschiedener Variablen, die den Markt beeinflussen, z. B. Treiber, Beschränkungen und Chancen.
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<strong>Die Forschung liefert Antworten auf die folgenden zentralen Fragen</strong> Was sind die größten Bedrohungen und Herausforderungen, die das Wachstum des Kanban Software -Marktes voraussichtlich behindern werden? Auf welche großen Chancen können sich die Marktführer verlassen, um Erfolg und Profitabilität zu erzielen? Wie wird die Fortschrittsrate des Kanban Software -Marktes für den Vermutungszeitraum 2021–2028 sein? Was sind die wichtigsten Faktoren für den Kanban Software -Markt in verschiedenen Regionen? Wer sind die größten Anbieter, die die Kanban Software -Branche dominieren, und welche Erfolgsstrategien verfolgen sie?
<strong>Regionale Analyse</strong> Statistify Market Research bietet Syndizierungsberichte von Marktforschern aus der ganzen Welt. Ready-to-buy Syndication Marktforschungsstudien helfen Ihnen, die relevantesten Business Intelligence zu finden. Unser Research Analyst bietet Geschäftseinblicke und Marktforschungsberichte für große und kleine Unternehmen. Das Unternehmen hilft seinen Kunden, Geschäftsrichtlinien zu entwickeln und in diesem Marktbereich zu wachsen. Statistify Market Research interessiert sich nicht nur für Branchenberichte zu den Themen Halbleiter und Elektronik, Maschinenbau, Informations- und Kommunikationstechnologie, Automobil und Automobil, Chemie und Material, Verpackung, Lebensmittel und Getränke etc., sondern auch Ihre Unternehmensdaten, Länderprofile, Trends , Informationen und Analysen zu Ihrem Interessensbereich.
<strong>Anpassung des Berichts:</strong> Den maßgeschneiderten Bericht erhalten Sie von unserer Beratungsfirma zu einem günstigen Preis. Wir liefern aktualisierte Informationen entsprechend den Anforderungen der Kunden in der Marktwelt.
<strong>Leistungen:</strong> 1. Gut aktualisierte Informationen. 2. Statistischer Bericht bereitgestellt. 3. Rabattangebot in der Anpassung. 4. Service auf globaler Ebene. 5. Unternehmensforschungsbericht zur Verfügung gestellt.
<strong>Dienstleistungen:</strong> 1. Fachkundige Analysten zu Ihren Diensten. 2. Service nach Ihren Bedürfnissen 3. Klärung Ihrer Anfragen. 4. Ganztägiger Service 5. Gut aktualisierter Bericht.
<strong> <a href=https://www.statistifymarketresearch.com/kanban-software-market>Full Report Summary of Kanban Software Market </a></strong>
<strong>Über Statistify Market Research</strong> Statistify Market Research zielt darauf ab, perfekte Informationen bereitzustellen, die den tatsächlichen Stand der Handlungen unter Nutzung primärer sowie sekundärer Informationsquellen abbilden. Statistify Market Research arbeitet sehr unvoreingenommen und strukturiert und arbeitet nach einem geordneten Prozess und verfügt über qualitativ recherchierte Informationen zu den Verfahren. Die in jeder Phase befolgten Verfahren sind systematisch, gut dokumentiert und so weit wie möglich im Voraus geplant. Statistify Market Research verwendet die empirische Methode bei der Erhebung von Daten und wird untersucht, um das bisherige Konzept der Theorie zu überprüfen.
<strong>Company Name - Statistify Market Research</strong> Office Address - 156, Sector 9 Vasundhra Aptts Rohini, New Delhi 110085 IN Telephone Numbers - (+44) 162-237-1047 (+44) 162-237-1047 Email ID - <a href="mailto:[email protected]"><strong>[email protected]</strong></a> Contact Us – <a href="https://www.statistifymarketresearch.com/contact-us/"><strong>https://www.statistifymarketresearch.com/contact-us/</strong></a>
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Lean Project Management Market Growing Enthusiastically with Leading Top Key Players like LeanKit, Kanbanize, SwiftKanban, Kanbanflow, Targetprocess, Kanbanchi, Kanban Tool, Smartsheet, Scrumwise, Kanbanery, Market Analysis and Forecast 2026
Lean Project Management Market Growing Enthusiastically with Leading Top Key Players like LeanKit, Kanbanize, SwiftKanban, Kanbanflow, Targetprocess, Kanbanchi, Kanban Tool, Smartsheet, Scrumwise, Kanbanery, Market Analysis and Forecast 2026
Lean project management is the application of lean concepts such as lean construction, lean manufacturing and lean thinking to project management. Lean project management has many ideas in common with other lean concepts; however, the main principle of lean project management is delivering more value with less waste in a project context. Lean Project Management applies all five of those…

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Week 1
We started the project by creating all necessary communication and planning platforms needed for a group project. We placed our plans in Scrumwise. Scrumwise is a software where all the group members put their tasks which will help members to know what everyone is working on. It also gives a clear schedule for all tasks needed to continue the project.
Our communication tool was Discord. Discord is the latest communication tool that everyone is using. It is similar to Teamspeak but more user friendly. We created channels for programming, art, documentation, general chat and tutorials.
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Scrum e Agile - I migliori software sul mercato nel 2019

Abbiamo già parlato diverse volte della metodologia Agile e, nello specifico, del framework Scrum (come ad esempio in questo articolo). Torniamo a farlo all'inizio del nuovo anno per segnalare un recente articolo pubblicato da Ben Aston sul blog tecnico thedigitalprojectmanager.com dal titolo particolarmente esplicativo: 11 Of The Best Scrum Tools To Increase Your Team’s Productivity: una rassegna degli undici strumenti per la gestione di progetti su framework Scrum che, se correttamente implementati all'interno della propria azienda, potranno ragionevolmente incrementare la produttività del proprio gruppo di lavoro. Nello specifico, gli strumenti passati in rassegna all'interno dell'articolo sono i seguenti: Jira – https://www.atlassian.com/software/jira/ Target Process – https://www.targetprocess.com/ Vivify Scrum – https://www.vivifyscrum.com/ Yodiz – https://www.yodiz.com/ ScrumDo – https://www.scrumdo.com/ Quickscrum – https://www.quickscrum.com/ Manuscript – https://www.manuscript.com/ Scrumwise – https://www.scrumwise.com/ Axosoft – https://www.axosoft.com/ Scrumdesk – https://www.scrumdesk.com/ Zoho Sprints – https://www.zoho.com/sprints/ Ciascuna recensione è corredata da alcune screenshot della piattaforma e da una breve recensione che ne illustra i punti di forza e di debolezza rispetto alle altre.
Alternative gratuite
L'articolo, ben scritto e sufficientemente aggiornato agli ultimi software usciti sul mercato nel corso degli ultimi anni, si concentra sulle piattaforme Agile di tipo business/corporate, in gran parte disponibili a pagamento in modalità on-premise (su licenza commerciale) o cloud-based, con il consueto pricing plan variabile a seconda del numero degli utenti e delle funzionalità attivabili. Personalmente, pur apprezzando le caratteristiche spesso superiori presenti su questo tipo di soluzioni, continuiamo a consigliare - almeno per i primi tempi - un approccio più "semplice" ed "economico", soprattutto a quelle aziende che non hanno mai provato un framework di lavoro Agile e che potrebbero quindi trovarsi spaesate di fronte a piattaforme così complete e ricche di funzionalità. Per questo motivo, i software Scrum che consigliamo per iniziare sono, anche per il 2019, l'ottimo EasyBacklog (che abbiamo recensito in questo articolo) e il famosissimo Trello, una vera e propria project management suite completamente gratuita che può facilmente essere configurata per utilizzare la maggior parte dei framework di sviluppo agile, tra cui ovviamente Scrum (del quale abbiamo brevemente parlato qui). Se avete altre alternative gratuite o a pagamento da consigliarci, lasciateci un commento e provvederemo ad aggiornare questo articolo inserendo i vostri suggerimenti: per il momento... felice sviluppo! Read the full article
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Individual reflective diary - Advanced game-play development
Pre-assumptions
Going into the project I had confidence. This had been built by getting good grades in the former version of this module the semester before. I respect that a lot of that grade had been down to our group as a whole so I knew that I needed to contribute more this time around and was ready to do so. Given the prompts that our games had to follow, platforming or racing game, I was struggling to find any creativity towards the concepts as they felt somewhat restrictive.
For the racing game we could make a fun kart game in the style of Mario kart / Crash team racing, or a serious simulation attempt in the style of Forza. The impact to creativity came in that a simulation type game had to be good. It had to play well, look good and spark a certain amount of competitivity. A standard that I wasn’t sure of how to achieve and a prompt that didn’t entirely excite me, as I am not interested in such games personally.
The karting style game did offer more freedom and an opportunity for a type of game I was familiar with. The only issue I faced was that it has been done so many times and so well that anything we made would come across, at least to me, as a generic knockoff. Many big-name series have delved into this sub-genre, I mentioned crash team racing, and many have felt like generic re brands of Mario kart because it did it so well so early. It would be impressive for any of us to some up with new ideas for the genre or new ways to do things, so we would essentially just be compiling all the best bits of those games and that to me felt cheap.
Luckily for me the group I found myself in already wanted to make a platforming game. Again I felt the platforming genre left little in the way of new invention but it was far less restrictive than a racing game. That being said, it would be difficult to create something now that is completely new and unseen in any genre, so perhaps the issue lies with me in that I’m simply not so creative in that department and my talents are better executed elsewhere.
Due to the fact that I joined the group a week later than the initial ‘get into groups’ session (see why in week by week diary) I was more than accepting of just tagging on and helping where they needed, rather than joining later and asserting my ideas on a team that already had a start.
To summarise my assumptions, I felt that we could make a good to great project depending on what team I landed in, especially considering my lessons from first semester about being more pro-active. And I also felt the options of racing game or platforming game were unpopular picks but I understand that they were maybe picked intentionally to get us to build outside of our comfort zones.
Week by week diary
I will preface this diary by saying that I am compiling it come the end of the project, as that is how I tend to tackle these documents. This being said not all of the details will be to the correct week, I may miss things entirely or not have the correct amount of weeks total. I will be conversing with my group about what they remember so I get as much detail as possible. I recognise that actually doing this week by week would have been a much better approach and something I will carry forward into future projects.
Week One:
Week one was the introduction to our semester module and outlining what exactly we would be making. As mentioned in the pre-assumptions the prompts didn’t excite my creativity. When asked to get into groups and discuss ideas I elected to stay separated and go over ideas on my own. Understandably this was a bad idea because I had no one to bounce ideas off which did restrict me. Overall this was due to my own lack of comfort in approaching other people which is something I know needs work if I’m to progress in any work environment, never mind just this course. I left this session still not in a group but that would be corrected in the next week.
Week Two:
This next week focused on the third person controller, a vital part of what we were doing as this would be our first module that focused on a third person game. At the end of this lecture I approached the tutor as to get help being assigned to a group, there were a few of us in the same situation. Luckily there was a group at the front of class at the same time as me composed of some people I had talked to and knew a little so I said that I could join their group while the other people without groups former their own. They accepted this and brought me up do speed with their ideas and I offered to help out where they needed me.
We were set up in Scrumwise by out tutor so that we could accurately manage our project and get some practice in working in an agile manner. We got started by setting out some tasks to complete for the next week and added them to our Scrumwise page.
Week Three:
Over the past week I had been working on my parts of the project. I offered to work on a game UI as I had made on in the previous module and was familiar with it so I could do it quite easily. Despite not having access to last semester’s project for reference, it ended up very similar. I followed what I remembered and rebuilt it for this game, changing the font and stylising it more appropriately while keeping the functionality.
On top of this I figured out a spawning system that would work for detecting when the player had fallen and a basic checkpoint system that would change the player’s spawn point for when they did fall. This was all very basic and was built in a test setting just to know that it worked in practice and in theory. We were working in separate unity files so later down the line we would have to compile everything we built as individuals but for now this was the only method that we had.
Coming into class this week I had completed I believe all but one or two things I had been tasked with and had marked them all off as complete on Scrumwise. Most the rest of the group had done the same in finishing their required parts but had neglected the Scrumwise aspect, something that would persist over the coming weeks when outside of the lecture room.
We concluded the session by assigning more roles to work on for the next week and updating Scrumwise accordingly. I didn’t have much else to work on because I had made a faster start to the project than my peers, which at this stage wasn’t an issue and I feel more of a positive reflection on my own drive to get work done rather than a negative reflection on their approach, as they were still making good work.
Week Four:
Around this week it became clearer that we would not be able to keep up with managing Scrumwise. We would add tasks once a week when we met in class but other than that our page went untouched and as a result, come the next week and the end of the sprint it would show that we had completed no work, when in reality we were on par with the module, just out of touch with documenting it.
I believe it was also this week that we had a quick exercise in class to showcase how certain demand from higher up the chain can result in often ridiculous changes to a game. This was to get us to think about how we could make our games in such a way that they were adaptable and still simple. We sat down and went over core mechanics of our game, what we wanted everything to do and how we were going to achieve that as simply as possible. I believe this lecture helped us to streamline our project and focus on what was important rather than going off and trying to implement too many things and have to remove them later for time’s sake.
Week Five:
Another week went by while neglecting Scrumwise and at this point we decided after a conversation with our tutor that we would be dropping it going forward as it didn’t gel with our style of managing a project. I realise that it is an important tool and adapting to agile is important especially in this line of work, however at this stage of our development it isn’t vital and I have time to practice and adapt in projects I work alone and in projects next year. This was more a decision to make sure that we could tackle this project to the best of our abilities without added pressure or distractions of managing this page. Our solution was to have one of us write down each person’s tasks for the week and check back in at the scrum meeting the next week. Simple but effective.
Sometime over next couple of weeks would be our internal testing, or at least a smaller version in the class rather than a public setup, so we needed to knuckle down and get our versions compiled as up to now we had all still been working separately. I offered to compile our work and set to work on that. We had a small test area set as a lava filled cave that I took and used to create a small demo area with. I added a player that another tutor helped me acquire that had animations, some pillars to jump between, I added my menu UIs and a checkpoint.
I had added everyone’s scripts but didn’t know how they worked and figured it would be quicker if they could get them working themselves, as they already knew how they worked. So I sent the version over to our shared google drive and said to work on it for the next week. This didn’t happen. Come the internal testing session some of us arrived late and communication had been particularly poor from certain members so it was unclear if we even had a demo version beyond what I had sent over nearly a week ago.
Throughout the session I tried to develop on what I had built and in the meantime the rest of the group took the initiative and compiled a better version that was used as a demo and as far as I recall seemed to go down very well with test audiences.
Week Six:
This week was fairly straight forward. In class we had an exercise involving various physical puzzle toys. This was to get us to think about the fundamentals, what made it fun and such. Using this we applied ideas to our own game and managed to whittle it down so that it removed unnecessary parts and streamlined the experience and the production to only factor what was important.
Week Seven Onward:
I say ‘week seven onward’ because it was around this point that the current global situation reached a point that it affected our ability to continue the project as we were. This disrupted our workflow to pretty much a stop and for at least two / three weeks nothing was developed. Communication became non-existent and only once online lectures started again did we hear from each other as we got back into working.
One member of the group took initiative and built a game world, all assets included, that we used to develop the final version of the game. The game world was different to what we initially had planned but still fell under our plans, more closely resembling a middle level we had planned rather than the first stage. However we decided to call this a demo version and just showcase this as a level. Had global events not happened and we could work as normal this would be level two of three.
Following from the level being built I took over and downloaded it from our google drive and added my work. This came with some issues. Uploading and downloading files from the google drive didn’t work flawlessly and only after about four uploads could I download a version that was up to date and without errors. From this I took a week to make sure everything I added was working and that I wouldn’t need to add anything else in the future. I should explain that at this point we decided to just include everything we already had made and focus more on document rather than creating more moving parts to the game. This was down to the fact that we had just over a month and a half before the updated deadline and advice from tutors was to do so. With the fact that we got good feedback from the internal testing and that the game artifact is now worth less to the module we felt this would be an okay route to take.
As of now I have uploaded my work to the game and sent it to the google drive so that the rest of my team can add their sections and complete it, though that was over a week ago and I am unsure of any developments. Next week we aim to be done with the game itself and focus solely on documentation. One member of the group has been in charge of the design document until now so I am eager to get hands on the document and go over it so that I’m confident of its standard. Beyond that we need to work on the presentation and then we should be done with the project.
From here on in I will be keeping an actual week by week diary until the work has been submitted, with updates being written after every Monday as that is when we elect to meet, after arranged lectures and tutor check ins. Looking at the module brief the dates for week to week breakdown only go as far as the original deadline, therefore any further weekly diary entries will come under a title “WFH” (work from home) and week one through, potentially, four, although this is over a month before the work from home order was given.
WFH Week One:
This week’s update is short. I have finished all of my inclusion to the game artefact and am waiting on other members of the group to complete their additions as well as a copy of the current GDD. My biggest contribution of work this week has been writing this document up to this point and a start on the Individual Reflective Diary which outlines exactly what I have contributed to the project.
WFH Week Two:
Following on from a team meeting the plan is to start work now on the presentation. The document is still nearing its completion and the game artefact is being passed around for updates and compilation. Some issue keep arising in using google drive in that uploads and downloads keep failing for seemingly no reason. In future projects I will find it essential to avoid this method and highlight to the university the necessity for an investment in UnityCollab for students. Right now it’s behind a pay wall that inconveniences us yet has the potential to be an even more valuable asset then GitHub that I’m sure would improve the quality of all group-game modules the course offers.
Looking to the presentation, sections have been divided out and I will be talking about my inclusion of the checkpoint and fall trap briefly, along with my main sections of issues in development, things we cut and future plans. Having had a successful presentation last semester I have a certain confidence going into this, especially considering the current circumstances, and not having a live audiences. The only hiccup comes in recording myself and finding a good method to do so. Editing duties are left to another member of the group.
One final update is that considering my previous experience with creating a website, something my group members are inexperienced in, I will be adding all of our works to a site. This is more or less a copy paste job but nonetheless I list it as a responsibility.
WFH Week Three:
I’m writing this update a couple of days later than I planned simply because other module commitments have been more pressing and required more of my attention. As of right now there is just over a week before deadlines.
I have the website set up for our documentation, all that requires is the completion of said documentation by other members of the group and I can update the site accordingly and chalk that off. Elsewhere I have completed writing my section of the presentation and aim to record it over the next couple of days, before I write the next update to this report.
At this stage I’m unsure of the progress of the game itself. As we have been passing it around and I’ve contributed my parts I haven’t had a need to download a latest version, though I assume additions will have been put off, though coming so close to the deadline I hope I get confirmation of progress being made. I will more than likely send reminders to everyone and make regular check-ups to see work is being done.
In terms of remaining work I have:
- Presentation to record. (Will be sent over to another group member for editing so that takes a higher priority as to not have them waiting on me close to the deadline)
- Website to complete. (Dependant on other group members completion in a reverse of roles from the previous point)
- Game itself. (Dependant on other group members)
- This report. (Will be completed with next update and post-mortem)
- Peer assessment review. (I want to leave that as late as possible to fairly reflect all contributions)
- Personal asset list. (Will be tagged on to the end of this report, can only be completed at the end of work as it is the compilation of my additions)
WFH Week Four (Final):
This week progress has been better, probably with deadlines in a few days. I’ve completed my part of the presentation and sent that off to the group for editing together. Still waiting for the document to be completed so I can finish the website but work has at least been happening for the document so I’m not worried.
I’m unsure how progress is coming along for the game itself. Communication is scarce, especially between those who it falls to now. The best solace I can take is that I’ve included my work and so anything missing from the hand in version won’t be because of me. Though one bug has occurred to my part of the build but we’re all unsure where it has come from as the build, I sent off still works so all I can gather is that something that someone else has submitted is interfering. I feel at stage of development, and even last week when the bug was brought to my attention, that it’s too late to be spending valuable time on the game artefact when It could be spent elsewhere picking up more marks and creating an all-around better project.
Elsewhere I have completed the majority of what I can on my own and now just wait for collaboration with group mates for finally ticking things off the list. I have completed the peer assessment form, as mentioned the presentation, this document will be completed next as I move straight onto writing the post-mortem and directly afterwards I will fill out the personal asset list.
Post-mortem
Overall I feel this project has been a success. There have been setbacks and moments well below standard but I believe beyond those we have worked towards a goal and achieved it.
Firstly what went wrong. From a personal view, it took me beyond the first week to get into a group which isn’t the worst thing in the world but would’ve saved some time. This is purely a reflection on my ability to approach others, I simply prefer to be placed into a group and work from that than try and sell myself to course mates I haven’t spoken to yet. Definitely something I need to work on for next year and crucially beyond.
Our communication was well below par. Personally I feel like I have done well communicating and making it to organised teams’ meetings both from tutors and group. Elsewhere however my group’s commitments have been inconsistent at best, so much that in one member’s case I’ve only heard from them once since campus closed. Even now, less than a week before the deadline, I’m not sure what said member has contributed and on a whole I’m not sure how close the game is to having everything we plan included.
Google drive has caused more problems than it has solved. Having uploads and downloads for the game be consistently corrupt for no good reason isn’t a good way to manage a project and in future will be avoided at all costs. Additionally our failure to take to Scrumwise was a detriment. The practice could have been invaluable towards next year but looking at jobs especially and is now something that I’ll either have to come to grips with in my own time or in final year.
However, on the positive side, I felt even given the extra week to get into a group that I fit in well and managed to settle down quite quickly, getting quite a bit of work done after our first scrum meeting. I ended up quite fortunate in that the idea this group had was one I could get behind. I feel that joining the group late I wouldn’t have felt right coming in and asking them to change things. And I feel that in the end I’ve become the most consistent member of the group.
Our communication was bad, but we had moments that we realised it and corrected it, even if these corrections didn’t last the rest of the semester. Some time after the closure of campus we hadn’t done much work and were drifting a bit until one member picked up some work, covered for another member too and got us back into a sort of rhythm. What I mean to say is that we didn’t communicate well, but when it was needed, we managed to. In future I’ll be making sure communication doesn’t just occur when it’s needed, so I have at least learned from this.
And it cannot be understated how valuable a tool like GitHub or UnityCollab can be to streamlining group work. I’ll be putting practice into using GitHub and requesting that the university look into funding UnityCollab availability for students.
As long as we can hand in our work and it goes beyond a pass, which I believe it will easily and significantly, then I’d say we performed well this semester. Especially considering how difficult current events have made things for all of us. I don’t know the unique situations of everyone in my group, so I have some sympathy regarding standards of commitment and I feel fortunate that we’re managing to hand in as we are.
Personal asset list
Spawn controller script.
Menu controller script.
Main menu and corresponding linked menus.
Pause menu and corresponding linked menus.
Presentation – Mechanics: checkpoints, fog / Development: All.
Formatting of GDD onto website.
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Week 4
By week 4 the team has set up a scrumwise with almost no issue, this is a website/app that allows you to set up scrums and epics, see phases of the work with their progress and tick off tasks as you go along so your team knows your progress and doesn't repeat the process. This made it easier to assign tasks to each other however I personally found it more work to have to check this each stage of work to ensure I wasn't treading on others toes. We had however solidified our ideas and how the initial placeholder pieces would be designed for our levels.
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Sprint 2
As will be the standard for all future sprints, I started this sprint by preparing the scrumwise for the upcoming week, allocating each person’s jobs, speaking with each team member about what they are hoping to contribute this week and having a team scrum to see what needs doing. I also ended the sprint by again meeting up with each team member, discussing what they achieved during this sprint, what went well, what went wrong and how we can improve as a group.
As lead designer, I decided to create a fun, dynamic menu system that wasn't just an overlay with buttons like you find with most modern games. For this design I took inspiration from the menu systems of the dishonoured franchise.
What I liked about this UI was how it felt like you were moving around a living scene, really affecting the world around you. Another note about this menu is how cathartic it feels navigating the different screens, with sound design and animations playing a key role in this.
For our menus I came up with a system that will hopefully replicate the emotional response one gets from the menu system in dishonoured. For the main menus the player would be shown a scene from the fairground with an enemy just out of view and a shadow being cast across a wall. This would hint at the themes of the game without revealing the enemies before they are introduced in our story. From the top of the screen a wooden sign suspended by chains depicting the game’s logo would drop down and shortly after this three more signs would fall down, each connected to it’s neighbour like a jacob’s ladder. Each sign would represent a different button (new game, load game, options and quit). When a button is clickedd, that sign will disconnect by the chain breaking and the camera would fly through where it once was to a different section of the park (fully 3D space). at this section there will be another menu themed to that area, for example one is a ticket booth with the menu on a board normally showing ticket prices or one in the food tent on a specials menu. Each new locations will be a full 3D model and pressing back would take the playyer back to the park entrance. This will increase the player’s familiarity with the park layout and cement the idea of the setting in their head.
Similarly, for the pause menu, the same signs would drop down but after clicking an option the player would pull out a park brochure and the different menus will be different pages. For the weapon wheel and inventory you will see the player physically opening a bag and the inventory will be shown overlaid the bag and the player will reach in the bag to actually take out any items.
During this sprint I also met with each group member to get a good idea of exactly what is needed for our game, with asset lists, coding spreadsheets and design plans. I then used this to fully map out our semester on scrumwise with each task fully mapped out, with the ability to add more tasks or change them as per the agile methodology. I also Completed the on epage game design document.
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02/10/19 - Looking at Scrumwise I had the task of designing the weapon wheel, I started out with some post it notes and came up with the idea of having a clowns head in the middle, however since I put a clowns head on the health bar, I didn't want to use the clown idea too much on the HUD. Instead I used some inspiration from other weapon wheels to have the weapon appear in the middle of the screen, games like Fallout, GTA and BioShock all use this method, it came out looking really well. I really enjoyed creating the UI for this game, I had a few things to finish before testing on Tuesday.
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Kanban Software Market Report
On a global scale, the Kanban Software market is currently showing significant development. The Kanban Software market is experiencing a growth velocity due to the new product prototype versions, world market dynamics, topological variations, economic statistics, product demands and sales that is taking place in the present day. The innovative methods and market study have helped many of the major players , LeanKit, Kanbanize, SwiftKanban, One2Team, Kanbanflow, Targetprocess, Kanbanchi, Trello, Aha!, Kanban Tool, Smartsheet, Scrumwise, Kanbanery, ZenHub, to carve a name for them in the competitive market. The plethora of Kanban Software market analysis has helped detailed out each and every detail in a summary format for all the clients.
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global and country level market analysis integrating the demand and sales that are influencing the market growth
Market value and volume data for each segment and sub-segment
Competitive landscape involving the market share of major players, along with strategies adopted by market players in the past five years
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The key insights of the report:
The report provides key market statistics on the market status of the Kanban Software manufacturers and is an important source of guidance and direction for individuals and companies interested in the industry.
The report provides industry overview including its definition, applications and manufacturing technology.
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The total Kanban Software market report is further divided by company, by application, by type and by country for the competitive landscape analysis.
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Analysis of upstream raw materials, current market dynamics and downstream demand
The report makes some important proposals for a new project of Kanban Software Industry before evaluating its feasibility.
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Global Kanban Software Market Report Growth Likely to Increase During The Forecast Period 2019-2028
OCT 18, 2019: The global Kanban Software market was valued at $XX million in 2018, and Radiant Research analysts predict the global market size will reach $XX million by the end of 2028, growing at a CAGR of XX% between 2018 and 2028.
This report provides detailed historical analysis of global market for Kanban Software from 2013-2018 and provides extensive market forecasts from 2019-2028 by region/country and subsectors. It covers the sales volume, price, revenue, gross margin, historical growth and future perspectives in the Kanban Software market.
Leading players of Kanban Software including:
· LeanKit
· Kanbanize
· SwiftKanban
· One2Team
· Kanbanflow
· Targetprocess
· Kanbanchi
· Trello
· Aha!
· Kanban Tool
· Smartsheet
· Scrumwise
· Kanbanery
· ZenHub
To Request A Sample Copy Of This Report @: https://www.radiantinsights.com/research/2013-2028-report-on-global-kanban-software-market/request-sample
Market split by Type, can be divided into:
· Cloud-based
· On Premise
Market split by Application, can be divided into:
· Large Enterprise
· SMBs
Market split by Sales Channel, can be divided into:
· Direct Channel
· Distribution Channel
Market segment by Region/Country including:
North America (United States, Canada and Mexico)
Europe (Germany, UK, France, Italy, Russia and Spain etc.)
Asia-Pacific (China, Japan, Korea, India, Australia and Southeast Asia etc.)
South America Brazil, Argentina, Colombia and Chile etc.)
Middle East & Africa (South Africa, Egypt, Nigeria and Saudi Arabia etc.)
To Browse Full Research Report @: https://www.radiantinsights.com/research/2013-2028-report-on-global-kanban-software-market
Table of Contents
Chapter 1 Kanban Software Market Overview
1.1 Kanban Software Definition
1.2 Global Kanban Software Market Size Status and Outlook (2013-2028)
1.3 Global Kanban Software Market Size Comparison by Region (2013-2028)
1.4 Global Kanban Software Market Size Comparison by Type (2013-2028)
1.5 Global Kanban Software Market Size Comparison by Application (2013-2028)
1.6 Global Kanban Software Market Size Comparison by Sales Channel (2013-2028)
1.7 Kanban Software Market Dynamics
1.7.1 Market Drivers/Opportunities
1.7.2 Market Challenges/Risks
1.7.3 Market News (Mergers/Acquisitions/ Expansion)
Chapter 2 Kanban Software Market Segment Analysis by Player
2.1 Global Kanban Software Sales and Market Share by Player (2016-2018)
2.2 Global Kanban Software Revenue and Market Share by Player (2016-2018)
2.3 Global Kanban Software Average Price by Player (2016-2018)
2.4 Players Competition Situation & Trends
2.5 Conclusion of Segment by Player
Continued….
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About Radiant Insights: Radiant Insights is a platform for companies looking to meet their market research and business intelligence requirements. It assist and facilitate organizations and individuals procure market research reports, helping them in the decision making process. The Organization has a comprehensive collection of reports, covering over 40 key industries and a host of micro markets. In addition to over extensive database of reports, experienced research coordinators also offer a host of ancillary services such as, research partnerships/ tie-ups and customized research solutions.
Media Contact: Company Name: Radiant Insights, Inc Contact Person: Michelle Thoras Email: [email protected] Phone: (415) 349-0054 Address: 201 Spear St #1100, Suite #3036 City: San Francisco State: California Country: United States For more information, Visit: http://www.radiantinsights.com
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Overview of Report: Kanban is a visual project and process management technique that uses cards or signals to represent work items. A work item can be a task/process step, a deliverable that requires a sub-set of tasks or a project within a larger project/program. Using kanban cards to represent tasks is helpful when there are lots of moving parts and pieces to a project.
United States Kanban Software Market Report communicates about the manufacturing process. The process is analysed thoroughly with respect three points, viz. raw material and equipment suppliers, various manufacturing associated costs and the actual process of whole Enterprise Kanban Software market. The Enterprise Kanban Software Industry research report is a resource, which provides technical and financial details of the Enterprise Kanban Software Market (Volume and Value).
The study provides company profiling, product picture and specifications, sales, market share and contact information of key manufacturers of Kanban Software Market: LeanKit, Kanbanize, SwiftKanban, One2Team, Kanbanflow, Targetprocess, Kanbanchi, Trello, Aha!, Kanban Tool, Smartsheet, Scrumwise, Kanbanery, ZenHub.
In this introductory section, the Kanban Software industry research report incorporates analysis of definitions, classifications, applications and industry chain structure.
Get Sample PDF of Kanban Software Market Report @ https://www.reportsmonitor.com/request-sample/?post=725958
Kanban Software Market Share by Type: Cloud-based, On Premise.
Kanban Software Market share by Applications: Large Enterprise, SMBs.
Scope of the Report:
This report focuses on the Kanban Software in United States market, to split the market based on manufacturers, states, type and application.
Kanban Software Market Segment by Regions, regional analysis covers: California, Texas, New York, Florida and Illinois.
Next part of Kanban Software Market Research Report contains additional information like key vendors in Market space, Kanban Software Market opportunities and threats faced by the vendors in the Kanban Software Market, opportunities, market risk and market overview. The process is analysed thoroughly with respect three points, viz. raw material and equipment suppliers, various manufacturing associated costs (material cost, labour cost, etc.) and the actual process.
What Kanban Software Market Research Offers:
-Kanban Software Industry gives assessments for the regional level analysis with Production, Sales, Consumption, Imports, and Exports
-Kanban Software industry provides manufacturers with basic information, product category, sales revenue, price, and gross margin (2013-2018)
-Kanban Software market forecasts for a minimum of 5 years of all the mentioned segments
-Supply chain trends mapping the latest technological advancements
-Global Kanban Software industry shares drivers, constraints, opportunities, threats, challenges, investment opportunities
-Strategic for the new entrants in Kanban Software market
-Manufacturing process, suppliers, price, production and consumption analysis, mode of transport and cost analysis, industry chain analysis
-Company profiling with detailed strategies, financials, and recent developments
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The next part also sheds light on the gap between supply and consumption. Apart from the mentioned information, growth rate of Kanban Software markets in 2023 is also explained. Additionally, type wise and application wise consumption tables and figures are also given.
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