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battle_ship

Link to DTR/Retro

Reflection on Iteration 3 - Cory Bretsch/Evan Davis

Approach to Designing Iteration 3: Iteration 3 lacked an interaction pattern so we focused on the previous classes and the examples provided

  1. Requirements:
    • Ensuring that the game follows the BattleShip rules.
  2. Game Flow:
    • Designing the main game loop to handle the sequence of gameplay: setup, player turns, computer turns, and game end conditions.
  3. Using Existing Classes:
    • Leveraging existing Ship, Cell, and Board classes to manage game state and logic.
  4. User Input:
    • Developing methods to handle user input for ship placement and firing shots.
    • Providing clear and informative feedback to the user based on their actions.
  5. Checking For Errors:
    • Implementing checks to validate user inputs and handle invalid scenarios gracefully.

What I Would Work on with One More Day: If given an additional day we would do the following:

  1. Better UI:
    • Bigger and more visually appealing game board.
  2. Computer:
    • Having the computer use strategy instead of random shot placement.
  3. More Game Features:
    • Adding more ship sizes.
  4. Developer Empathy:
    • Adding more comments for better readability.

Pairing Techniques: During the project, we used several pairing strategies:

  1. Ping-Pong Pairing:
    • Alternating roles where one person writes tests and other writes code and then switch.
  2. Async:
    • Working separetely and keeping contact through slack

Feedback Sharing: Feedback was shared:

  1. Code Reviews:
    • Conducting code reviews
  2. Slack Hudles:
    • Meeting up to discuss code and planning

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