Meeting Notes

Team sync records, decisions & action items — Group 7

✿ At a Glance

13 Meetings Held
4 Members
24 Action Items
18 Resolved

Week 1  ·  29 Jan 2026  ·  Project Kickoff

Project Kickoff and Role Allocation

Charlotte Kangrui Layla Lucca

Agenda

  • Review project brief & module constraints
  • Brainstorm initial game concept ideas
  • Assign team roles and responsibilities
  • Set up communication channels

Key Decisions

  • Chosen concept: Park Street narrative survival
  • Emily Dickinson poetry as narrative anchor
  • Tech stack: HTML5 Canvas + Vanilla JS
  • Weekly syncs confirmed: [Day] at [Time]

Action Items

  • Draft and sign team contract All
  • Set up Jira project board with initial epics Charlotte
  • Research narrative game references for concept validation Layla
  • Compile visual mood board for art direction Lucca

Week 2  ·  03 Feb 2026  ·  Design Sprint

Concept Design and GDD Planning

Charlotte Kangrui Layla Lucca

Agenda

  • Review mood board and visual references
  • Define core gameplay loop in full detail
  • Map out narrative structure and branching
  • Assign GDD sections to team members

Key Decisions

  • Duotone pixel art confirmed as art direction
  • Three-act narrative structure adopted
  • Finite state machine agreed for game logic
  • GDD submission split across all members

Action Items

  • Complete and collate GDD v1.0 All
  • Design state machine diagram for core loop Charlotte
  • Draft Dickinson poetry integration plan Charlotte
  • Create Sprint 1 Jira tickets from GDD requirements Charlotte

Week 3  ·  05 Feb 2026  ·  Sprint 1 Review

Sprint 1 Prototype Review and Retrospective

Charlotte Kangrui Layla Lucca

Agenda

  • Live demo of Sprint 1 prototype to team
  • Identify blockers encountered during sprint
  • Collect internal feedback on current state
  • Plan Sprint 2 priorities and scope

Key Decisions

  • Physics model simplified for better game feel
  • HUD layout redesigned for readability
  • Audio placeholders added to Sprint 2 scope
  • Collision system flagged for refactor (ticket raised)

Action Items

  • Refactor collision detection module Charlotte
  • Redesign HUD elements in Figma Layla
  • Revise ramp level layout based on playtesting Kangrui
  • Source and edit background ambient audio tracks Layla

Week 4  ·  07 Feb 2026  ·  User Testing Debrief

User Testing Debrief and Sprint Adjustment

Charlotte Kangrui Layla Lucca

Agenda

  • Review user testing session recordings
  • Synthesise and prioritise tester feedback
  • Assign fix tickets in Jira with severity
  • Adjust Sprint 2 scope based on findings

Key Decisions

  • Difficulty curve adjusted per tester feedback
  • Tutorial prompts added to Sprint 2 scope
  • Narrative text pacing slowed down by 30%
  • Three bugs promoted to HIGH priority

Action Items

  • Implement in-game tutorial overlay Layla
  • Fix dialogue pacing system timing Charlotte
  • Adjust ramp physics difficulty parameters Kangrui
  • Update GDD v2.0 with user test findings Charlotte

Week 5  ·  10 Feb 2026  ·  Sprint 2 Review

Sprint 2 Internal Review

Charlotte Kangrui Layla Lucca

Agenda

  • Review the current Sprint 2 build and identify remaining blockers
  • Consolidate visual, systems, and UI feedback before the next implementation phase
  • Prepare task ownership for the next round of development

Key Decisions

  • This meeting record was not included in the recovered notes archive
  • The slot is retained to preserve the complete 13-meeting chronology
  • Subsequent meetings from Meeting 6 onward are documented from source notes

Action Items

  • Continue implementation based on the latest sprint review feedback Team

Week 6  ·  13 Feb 2026  ·  Progress Sync

Cross-Team Implementation Alignment

Charlotte Kangrui Layla Lucca

Agenda

  • Share individual progress updates since the previous meeting
  • Surface blockers in logic, implementation, and asset integration
  • Align programming work across core systems, level design, and UI
  • Organise ownership for the next phase of tasks

Key Decisions

  • Room and street backgrounds, the main character design, and the asset library structure were confirmed
  • Buff item categories and their gameplay functions were locked in
  • The latest playable demo was reviewed and scene logic adjustments were agreed
  • The game flowchart and major screen component changes were aligned across design and engineering

Action Items

  • Organise the obstacle and power-up asset library Lucca
  • Finalise buff item types and system-facing behaviour Kangrui
  • Present the latest playable demo and confirm scene logic updates Charlotte
  • Visualise the game flow and review screen component structure Layla

Week 7  ·  18 Feb 2026  ·  Reading Week Prep

Demo Completion Coordination

Charlotte Kangrui Layla Lucca

Agenda

  • Review progress completed since Meeting 6
  • Coordinate programming, art, and UI dependencies
  • Integrate art resources and finalise demo priorities for Reading Week

Key Decisions

  • Library background and flyer/backpack item designs were approved
  • The victory results page flow and remaining homeless dialogue UI dependency were identified
  • The current game flow and required log page changes were reviewed
  • Dialogue box presentation scenarios, music collection, and narrative text-length adjustments were discussed

Action Items

  • Confirm the library background and item art direction Lucca
  • Validate obstacle placement and the victory results flow Kangrui
  • Review current game flow and update the log page plan Charlotte
  • Consolidate dialogue box presentation rules and audio sourcing list Layla

Week 8  ·  22 Feb 2026  ·  Demo Build Review

Systems and Content Progress Check

Charlotte Kangrui Layla Lucca

Agenda

  • Review work completed since the previous sync and set the next short-term plan
  • Inspect content readiness across art, obstacle systems, HUD, and scene logic
  • Track remaining implementation gaps before the next build review

Key Decisions

  • The news scene, multi-level parkour maps, and destination feedback assets were updated and approved
  • The developer control panel and most obstacle logic were in place, with puddles and illusion coffee still outstanding
  • Inventory item assets were refreshed and a follow-up inventory UI optimisation was scheduled
  • The top-bar HUD, typewriter SFX, and broader music direction were reviewed as the new standard

Action Items

  • Finalise visual updates for the news scene, destination assets, and stage map filters Lucca
  • Continue obstacle implementation and debugging through the developer control panel Kangrui
  • Optimise inventory UI layering after the latest asset refresh Charlotte
  • Integrate the top-bar HUD and refine dialogue audio feedback Layla

Week 9  ·  28 Feb 2026  ·  Roadmap Planning

Reading Week Debrief and Sprint Planning

Charlotte Kangrui Layla Lucca

Agenda

  • Review work completed during Reading Week
  • Discuss epic structure and sprint planning updates
  • Brainstorm ending logic and new difficulty modes
  • Set expectations for the next development phase

Key Decisions

  • Two ending structures were outlined: a hospital exit path and a library-based stay ending with NPC interactions
  • Easy and Hard endless difficulty concepts were defined around infinite runs without scripted interruptions
  • The Jira roadmap and epic-to-sprint structure were updated for the next phase
  • Warning and credits pages were added to support compliance and end-state clarity

Action Items

  • Continue remaining art production for rain variants, NPCs, and hospital background work Lucca
  • Refactor the obstacle manager for dynamic difficulty scaling Kangrui
  • Prepare narrative API hooks and optimise global scene state transitions Charlotte
  • Finalise the BGM library Layla

Week 10  ·  2 Mar 2026  ·  Balancing Review

Difficulty, Item, and UX Polish Review

Charlotte Kangrui Layla Lucca

Agenda

  • Reduce Level 2 difficulty spikes and fix obstacle overlap
  • Lock in item mechanics and usage limits
  • Resolve HUD, dialogue box, and credits flow issues
  • Polish controls, textures, and supporting audio feedback

Key Decisions

  • Level 2 was marked for speed reduction, cleaner obstacle sequencing, and improved opening positions
  • Item rules were specified: Tangle, Vitamin, Rain Boots, and Headphones all received explicit effect definitions and limits
  • Bedroom interaction flow, credit-page skipping, and a dedicated use-item key were approved for implementation
  • The HUD palette, fonts, highlight states, and dialogue box freeze bug were all flagged for immediate UX refinement

Action Items

  • Update coffee, flyer, puddle, and dialogue-related art assets Lucca
  • Rebalance Level 2 and implement the agreed item behaviours Kangrui
  • Adjust interaction keys, bedroom positioning, and credits flow logic Charlotte
  • Refresh the HUD, update fonts, and fix dialogue box freezing Layla

Week 11  ·  5 Mar 2026  ·  Post-Demo Polish

Week 7 Feedback Integration

Charlotte Kangrui Layla Lucca

Agenda

  • Refine gameplay mechanics based on Week 7 demo feedback
  • Improve player onboarding and tutorial clarity
  • Standardise visual and audio presentation across the build
  • Assign focused polish tasks for the next iteration

Key Decisions

  • Difficulty handling needed tighter integration with gameplay interfaces and obstacle placement in Levels 3 to 5
  • The tutorial sequence required a dedicated redesign rather than incremental edits
  • Dialogue guidance, item descriptions, and room-exit logic were all identified as onboarding priorities
  • Character gallery visibility, visual consistency, and HUD integration work were pushed into the polish pass

Action Items

  • Finalise story backgrounds, portraits, filter work, and dialogue-box typography consistency Lucca
  • Integrate the difficulty system and optimise obstacle placement for later levels Kangrui
  • Add missing room, run, and library audio while integrating backpack usage data into the HUD Layla
  • Implement onboarding logic, room gating, item binding, and Level 1-3 guidance prompts Charlotte

Week 12  ·  10 Mar 2026  ·  Evaluation Debrief

Quantitative Lab Evaluation Follow-Up

Charlotte Kangrui Layla Lucca

Agenda

  • Debrief the quantitative lab evaluation and synthesize immediate feedback
  • Identify friction in onboarding, navigation, inventory UI, and system stability
  • Translate evaluation findings into concrete implementation tasks

Key Decisions

  • New onboarding cues were prioritised, including decoupled key guides, pause tutorials, larger exclamation markers, and drag-and-drop inventory prompts
  • A double-confirmation exit flow was approved to reduce accidental progress loss
  • Environmental and UI assets for menu, warning screens, HUD, and cinematic scenes were considered complete enough for integration
  • Collision SFX, library ambience, HUD linkage, and tooltip-style item descriptions became immediate polish targets

Action Items

  • Produce the coffee overflow animation and tutorial-support assets Lucca
  • Polish endless mode UI, refine return-from-run item logic, and monitor new bugs Kangrui
  • Convert inventory descriptions to tooltip bubbles and improve new narrative-sequence VFX cues Charlotte
  • Expand scooter collision SFX and strengthen the danger presentation of the street stall sequence Layla

Week 13  ·  18 Mar 2026  ·  Sprint 5 Allocation

Sprint 5 Responsibility Planning

Charlotte Kangrui Layla Lucca

Agenda

  • Allocate task ownership for Sprint 5
  • Finalise core game logic refinements and UI/UX polish priorities
  • Resolve critical bugs while closing out academic documentation work

Key Decisions

  • The tutorial would be fully refactored into a player-controlled click-through flow
  • The Tangle item was redesigned into a one-time advance activation that auto-applies afterward
  • Endless mode was confirmed as a standalone loop and its "Return to Room" button was removed permanently
  • Website deployment, final video preparation, and lab documentation were folded directly into Sprint 5 deliverables

Action Items

  • Fix homeless dialogue alignment, add fade-to-black and door transitions, replace white-border power-ups, and tune lane switching Kangrui
  • Replace the incorrect Level 5 BGM, edit the gameplay video, and export the Week 5 sequence diagram Layla
  • Implement tutorial and dialogue flow changes, improve save granularity, fix Level 5 inventory bugs, and complete Week 9 testing documentation Charlotte
  • Lead the click-through tutorial revamp, darken the hot-air-balloon UI, draft the Week 5 use-case diagram, and prepare presentation slides Lucca