Sprint log
Per-sprint scope, deliverables, and retrospectives migrated from Notion. The recurring sprint cadence and the full plan live in Path to Demo (⚠️ stale). Sprint tracking now lives in GitHub Milestones + Project.
⚠️ Dates are historical (the original Oct–Nov 2025 calendar). See the roadmap re-baseline issue #30.
Sprint 1 (Oct 27 – Nov 9 2025) — Done
Section titled “Sprint 1 (Oct 27 – Nov 9 2025) — Done”Goals
- Engine project setup
- Parkitect-style camera (orbit, pitch limits), deck toggle
- Grid and snap system prototype
- Devlog #0: “Why cruise ship tycoon?”
Scope (expanded from Path to Demo)
- Camera: orbit around ship center, 4 angle snaps, pitch limits 20°–55°
- Deck visibility: baseline deck toggle on/off
- Grid: 1 m unit, placement snapping prototype
- Recording: capture a short clip of camera + grid for the devlog
Deliverable: Video clip of camera + grid (10–20 seconds)
Risks
- Camera gimbal/clip issues around extremes → clamp pitch and radius
- Grid precision vs. asset pivots → adopt 1 m units and pivot discipline early
Sprint Review
Section titled “Sprint Review”- Goals vs outcome: Adjusted plan — no recordings this sprint. Camera is ready; grid is nearly ready with deck toggle pending. Deck toggles not implemented this sprint and UX not built for multi-deck yet.
- Scope changes: Deferred floors and walls merge — converted into tickets for future sprints.
- Deliverable: Welcome devlog published and website live. No capture this sprint.
- Systems status: Camera ✅. Grid ⏳ (deck toggle missing). Multi-deck UX ⏳. Floors/Walls merge ⏭️.
- Community + comms: Social handles set up, email set up, Discord server created and ready (currently empty).
- Metrics lite: Solo sprint; keep targeting 10–20 hours with smaller, vertical slices next sprint.
Retrospective (12/11/2025)
Section titled “Retrospective (12/11/2025)”Highlights
- Blender output exceeded expectations and felt smoother than anticipated.
- Kept momentum without feeling rushed.
- Managed time well around work, uni, and life.
- Grid system foundations are strong.
Frictions
- Early uncertainty in Blender and where to start.
- Tasks were a bit vague and could be sliced more vertically.
- Scope creep into floors and walls cost time.
Learnings
- Confidence boost in Blender.
- Picked up some useful shader tricks.
Action Plan
- Tighten task slicing: write smaller vertical slices with a clear “done” state. Add a short Definition of Done checklist to new tasks.
- Prevent scope creep: timebox art polish and use a “Parking lot” note to defer nice-to-haves until after the core slice.
- Create quick Blender ramp-up notes: basic workflow, hotkeys, and a shader tips snippet for reuse.
- Clarify planning: convert vague items into concrete tickets with estimates and dependencies, then slot into Sprint 2.
Sprint 2 (Nov 12 – Nov 24 2025) — In Progress
Section titled “Sprint 2 (Nov 12 – Nov 24 2025) — In Progress”Deliverables
- Fully functioning placement system
- Multi-deck toggle
- Door, bed and bedside table models
- Devlog #1 covering object placement, the grid, decks, and how the world works
- Screenshots/GIFs of the system for the devlog
- Teaser video, if completed
Sprint Goals
- Ship a basic placement loop for objects, walls, and floors with rotate and delete
- Enable multi-deck building: deck selection (UI and hotkey), visibility toggle, 0.5 m increment with Shift, and minimum deck height validation
- Integrate a door module into the wall system (depends on greybox door)
- Keep UI minimal with developer side buttons for a few placeables
- Produce first social posts and seed Discord with pinned welcome and rules
Risks
- Door module complexity: wall openings, snapping, and deletion interactions may run long
- Edge placement parameters: variable width/height and floor sizing could expand scope
- Multi-deck interactions: visibility and placement across decks can reveal unexpected constraints
- Time risk: ~41 hours estimated exceeds typical capacity; drop low-impact items first (e.g., finish wall/floor models, capture pack)
Expected effort: ~41 hours across 35 tasks. Intentional stretch — not all tasks must land; prioritize Core Mechanics first, then UI/UX, then Art/Comms.
Why this sprint matters
- Establishes the core build loop the rest of the game depends on
- De-risks multi-deck foundations early, informing future UI and performance work
- Creates minimal community presence so later beats can build momentum