Sprint 4: Spastic! Terror!
What an absolute monster of a sprint, with a damp squib of an ending. The majority of my focus on the sprint was to wrap up character controller improvements and implement later-stage changes to the game design document. Over the course of Sprint 3, we realized that our game didn't have enough compared to both other people's projects and in terms of a unique movement mechanic. This was problematic, and we set out to make new cards in order to remedy this issue. We decided to slowly drop the idea of a fruit-based golf game and instead focus on what testers actually enjoyed; jumping and moving around freely. As it turns out, players don't like arbitrary limits that strangle their ability to play the game how they want. Freedom! Over the course of sprint 3, and into sprint 4, we worked on providing more options to the players, allowing people to make a more precise jump using the ground slam ability, creating a charge arrow to indicate direction, and adding keybinds to chang...