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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.


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
  • 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.

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