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		<title>Competition Sprint Cycle</title>
		<link>http://rbwhitaker.wikidot.com/forum/t-2084596/competition-sprint-cycle</link>
		<description>Posts in the discussion thread &quot;Competition Sprint Cycle&quot;</description>
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				<guid>http://rbwhitaker.wikidot.com/forum/t-2084596#post-2735673</guid>
				<title>Competition Sprint Cycle</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-2084596/competition-sprint-cycle#post-2735673</link>
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				<pubDate>Sat, 28 Jan 2017 18:52:33 +0000</pubDate>
				<wikidot:authorName>rbwhitaker</wikidot:authorName>				<wikidot:authorUserId>88099</wikidot:authorUserId>				<content:encoded>
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						 <h2><span>What is a Sprint?</span></h2> <p>In the software development world, especially in the agile software development world, a &quot;sprint&quot; is a fixed, regular timebox that governs your work and how frequently you do updates, demos, or previews.</p> <p>Usually, a team will decide that they are doing 1-week sprints, or 2-week sprints (or pick your favorite number, but rarely more than about 4 weeks). At the end of a sprint, they will do a demo of what they've accomplished, and if the product owner (a.k.a., the guy in charge of <em>what</em> to build) decides it is good enough for release, it will be released as well. Often, these releases go only to a group of beta testers, rather than all customers, with full releases coming less frequently (3 months or 6 months, or whenever a certain threshold in terms of features completed is met) so that your typical users don't have to deal with updates and changing UI all the time.</p> <p>In most cases, at the end of a sprint, there will be some sort of demo or review of what was accomplished by the team. These demos are usually fairly simple and informal. They're a chance for people who are following the game or product to get a glimpse into how things are progressing, and offer feedback. They're also a nice way of generating buzz and excitement about what's happening.</p> <p>It's also pretty typical for developers to take a look at what's coming up next, and set goals or plans for the next sprint.</p> <p>Here's a good example of a game (Space Engineers) that does weekly video updates <em>and</em> weekly software downloads: <a href="http://www.spaceengineersgame.com/news.html">http://www.spaceengineersgame.com/news.html</a></p> <h2><span>Competition #10 Sprint Cycle Guidelines</span></h2> <p>As a group, we've collectively settled into a pattern of doing 1-week sprints. <strong><em>Sprints are not required, so don't feel obligated to join them,</em></strong> but I can almost guarantee you will find benefits in doing sprints. Feel free to follow some or all of the guidelines below.</p> <p><strong>1. We will be doing 1-week sprints.</strong> (If you want to run 2-week sprints, all of your sprint boundaries will still line up with everybody else's. That works out pretty nicely.)<br /> <strong>2. Sprints will start and stop on Mondays.</strong> That means Monday is your day for doing a review or demo of what you've accomplished, and for posting new downloads. If Monday doesn't work for you, feel free to pick another specific day. (But choosing a specific day is a good thing.)<br /> <strong>3. The competition starts on Saturday, so the first Saturday and Sunday don't count as an official sprint.</strong> We'll call this Sprint 0. Feel free to post an update for Sprint 0 or just roll that into Sprint 1.<br /> <strong>4. Your demo/review should be something that is visible to the other people here in the competition.</strong> In past competitions, people have made a forum thread specifically for their game, and I would encourage people to keep doing that. The demo or review can come in the form of a text post, a series of screenshots, a shared video on YouTube, a Twitch stream demoing the status, a combination of any of the above, or anything else along those lines that you can dream up.<br /> <strong>5. Pay attention to other people's sprint demos,</strong> and give them feedback as well. That's what these demos are for.<br /> <strong>6. Sharing a compiled build for people to actually play is strongly encouraged,</strong> though definitely not required.<br /> <strong>7. Sprint planning or settings goals for the upcoming sprint is also encouraged.</strong> Telling other people about your goals for the upcoming sprint is a good way to hold yourself accountable. (Remember: process goals are preferred to target goals.)</p> <h2><span>Other Benefits</span></h2> <p>Because there's a weekly reset switch, if you got distracted during one week, you can always recommit for the next week.</p> <p>It also means if you know you're going to be busy one week, you can back off your plans for a sprint, or take the sprint off entirely, and come back fully engaged the sprint after.</p> <p>There is also the scenario in which you get sick of the game you're working on. Sprint boundaries are great for deciding, &quot;Eh. I'm done with that game, at least for a while. I'm going to work on another game this next sprint.&quot; In those cases, it's often better to switch to a game that you'll actually work on than it is to let the one just languish.</p> 
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