Week 10: ALPHA
Gameplay Footage
QA Feedback
While not all the features we wanted made it into the Alpha build, our QA testers still greatly enjoyed the game and provided valuable feedback on how we could continue to improve it.
Sprint Planning
Below are our sprint backlogs for the first 10 weeks of developing Hyper Neon Fishing. We used Agile Scrum methodologies to plan, pivot, and iterate each week. Every Saturday, we conducted QA testing and incorporated the feedback our game is better because of it.
Significant Dates To Keep In Mind
Sprint 2B marked our Mid-Mortem Pitch, a key milestone. You can find the video of that presentation below.
Sprints 3A and 3B focused on expanding our team from 5 to 11 incredible members, transitioning smoothly into a larger, more capable development group.
Following Sprint 4C (Alpha), we learned about the opportunity to showcase our game at GameFest. In response, we pivoted our next few weeks of work to prioritize delivering something truly exciting for the event. This shift in direction is reflected in the images below. As part of this change, we chose to push the first boss fight beyond Beta in order to polish the experience we were showcasing.
In both planning iterations, the week leading up to Beta is intentionally left lightly scheduled to allow room for last-minute ideas, polish, and problem-solving.
Below is an early iteration of our forward-looking production plan:
A later iteration of our looking forward plan: