
OVERVIEW: Rope Tool is a 2D space adventure game with high-octane action. You enter the world with nothing but a broken ship and a grappling hook, neither of which offer you very much mobility. The only way to stand a chance against your highly-advanced opponents is to scavenge for parts. If you bump into a discarded thruster, it will attach to the body of your ship, allowing you to activate it and propel yourself. Thrusters are a resource: you can hold onto them, lose them by getting hit, or launch them off to attack your foes. Anything you collect in this game is fickle, but that’s okay, because you’ll quickly be able to pick yourself up and try again with another thruster.



My Work: On this project I have been handling Production and Asset creation. For Production I have helped implement a weekly 'Posting Board' where we can at a glance see what team members in other disciplines are working on during a certain sprint. I also helped implement a task breakdown chart that allows for sub-teams to keep a running list of smaller tasks, assign them priorities, link references and notes, as well as claim the task. Finally, I have ensured that, on top of typical retrospective discussions and debriefs, each week we are discussing the following:
1. What did you acccomplish this week?
2. What do you hope to accomplish next week?
3. What roadblocks can you foresee that would change the expected deadline for any given task?
These ensure that we are keeping an eye on equal task delegation, how much an individual is taking on, and if we can expect them to be less or more present the upcoming week.
The Trello board helps us keep track of our 'bigger picture' tasks, whereas the Google Sheets helps us to break down specific small tasks that might get cluttered within a shared Trello between all of the disciplines.




