This sprint was defined by a marked lack of productivity. It started with spring break and ended in the middle of a global pandemic, so it was kind of tough to get anything done.
Progress This Sprint
Let’s start by talking about what actually did get done.
- In-game menu progress
- Automated build deployment
- Set up SMTP server
- Playtest data collector tweaks
(approximately 5 hours)
The menu systems took a big step forward in terms of usability. I made sure they linked together well, worked with all inputs, and had consistent aniimations. The input system in particular took a lot of tweaking.
I also wrote a page on confluence explaining how the various components of the menus are interlinked so that anyone else could pick up where I left off on this work.
Based on pod meetings, the next sprint should see some better artwork and actual settings be placed into the menus.
(approximately 3 hours)
I was able to deploy the automatic build tool onto the server, and actually get the game built. This is a huge step forward in terms of shortening our feedback loops because we have so many people working on the game that aren’t programmers with Unity installed on their machines. From now on, you’ll be able to get nightly builds at https://studio.eecs.umich.edu/builds/.
I’m hoping I’ll be able to do something with the output, like send an alert to Discord if the build fails, or inform people about how many warnings there are.
(approximately 1 hour)
Another task not directly on game development, but will be useful for processes around development is to set up outgoing email. Our productivity tools allow you to point to an SMTP server and they’ll send all needed emails. Until now, we’ve been using Nico’s personal GMail account as that server. This isn’t really sustainable as with enough emails sent this way and Google will ban your account.
I was able to set up an outbound SMTP on the studio server using postfix. This software is very complex, but right now we don’t have very complex needs, so this process was relatively short. I confirmed that it wasn’t allowing any outside connections, then hooked it up to Jira and Bitbucket.
In the future, I’d like to implement some email security like SPF, DKIM, and DMARC to verify the integrity of our emails and help ensure they’ll get through email filters.
Playtest Data Collector
(approximately 2 hours)
The playtester was just about ready to go, but there wasn’t currently any way to get the recorded playtests out of a built game. They could only be collected by playing the game in the browser. In this sprint, I tweaked the log path based on build variables to put playtest logs next to the game executable.
Setbacks This Sprint
There have been a lot of distractions and setbacks this sprint, personal and professional.
In general, I haven’t been greatly affected by the Coronavirus outbreak, but the first few days after classes were moved online kind of went by in a blur. My girlfriend and I are both immunocompromised, so I was scared and focused on making sure we would be ok.
In addition to this, I also lost a couple days to my crohn’s disease. I was due for my bimonthly medication at the end of break, but had some cold symptoms, so had to push out the treatment. By the following Monday, I couldn’t stay awake. I woke up, drove my girlfriend to school, took a nap, had lunch, went back to sleep, picked her up, took another nap, had dinner, went back to sleep, then went to bed. I was able to reschedule my treatment so I only lost 2 days to sleep.
(approximately 3 hours)
I spent a lot of time this sprint on conflicts based around working as a team. I wasted quite a lot of time trying to merge together my work with someone else’s, and I spent even more waiting for others to deal with issues that were blocking me.
My UI programmer teammate, Billy, was assigned to work on the main menu while I was working on in-game menus. In hindsight, we really should have either worked together or just had one person working on menus. Billy finished his menu implementation first, and the discussed plan was for me to merge his work into mine and get them “consistent” and merge them into development. We hadn’t really done anything similar, and I was working more on prefab templates than implementations, so merging wasn’t really doing anything meaningful. I ended up reimplementing his menu with my prefabs.
I think the solution to this would have been to identify before we started working that the menu systems should be the same throughout. We should have built the system before trying to implement it.
The other teamwork issue this sprint was that I needed to get the game built, but there were several errors preventing compilation written by other members. The culprit in the majority of those cases was writing custom editor classes within the same file as the object they are editing. Unity requires these editors to be in special Editor directories at compile time, but allows them to work inplace in the Unity editor, so these developers were unaware.
I tried the simplest option of just moving the classes that needed to be moved, but there were still errors related to the coupling between the editors and their objects. Thinking this would be a quick fix for the original authors, I reached out to them in discord asking them to address the problem. After a week and a half and an extra reminder from Max went by, nothing had been done, so I needed to do it myself. The fixes weren’t difficult technically, but because I didn’t know the files, felt like putting away groceries in someone else’s home. I issued a PR with the changes and the parties involved approved the PR. One of them was greatly affected by the virus situation and was no longer able to participate in the project at all.
The lesson here was that I need to be responsible for my own blockers. I was pretty passive in waiting for others to get on top of fixes to their code, but I should have been more proactive about asking them or doing it myself earlier. Meanwhile, my tasks were sitting with no progress themselves.