Development sprint cycle update — Community update — Friday, November 02, 2018.

Kyle Haffenden
3 min readNov 2, 2018

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Hey guys! In today’s post, we discuss our new development sprint cycle and update you on some of the specific items we’ll be working on in the upcoming sprint.

New 2 week sprint cycles

If you read our community update on our high-level roadmap a few weeks ago, you’ll know that we’ve been working on a 4 week sprint cycle — 3 week development sprints, and 1 week for internal testing and deployment to the app stores. The first deployment on this sprint plan went live earlier today — we hope you’re all enjoying the new updates! (Remember you can find all of the updates in the release notes on the website here).

The past 4 weeks have been a chance for us to evaluate our plan and to streamline and optimize processes. We’ve decided that the best way forward at this stage is to work in shorter 2 week sprint cycles. This means that we’ll be deploying a new version of the game every 2 weeks, giving our community more regular versions to provide feedback on. Your feedback during this soft-launch time, which is incredibly important and useful, coupled with our shorter sprint cycles allows us to iterate on and improve the game much faster.

We’ll be testing out this new sprint cycle for the next month, so you can expect a new deployment in 2 weeks.

Anta from Rhune

Sprint focus

We’ve had quite an exciting week at Augmentors HQ. We’ve been in touch with two teams from Apple and had a great meeting with them — we went through the entire game and they gave us super valuable feedback and tips to optimize the game and on user experience. So for the new sprint starting on Monday, November 5, we’re focusing on addressing some of the main feedback points from the Apple teams.

We’ll be spending time this sprint refining the tutorial and updating some of the steps. Onboarding of new players is a key aspect for us, so we need to make sure this process is as easy and as enjoyable as possible. The aspects of the tutorial we’ll be working on include:

  • making it much less text-heavy by introducing simple slides in the tutorial to explain key concepts;
  • adjusting the first tutorial battle to better mimic a real battle so that new players can learn by actually playing the game; and
  • adding a “tips” feature that will display strategic tips for battle on the “searching for battle” screen.

We’re also working on a complete UI update based on the feedback we received from the team from Apple. We’ll share more about this in next week’s creative update, and of course, we’ll still be working on new creatures, so keep an eye out for Michael’s creative update next week where we reveal one never-before-seen creature and another ICO-creature sneak-peek!

#KeepBattling

The Augmentors Team

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