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Meeting
This weekend's meeting was interesting. John, Tom and Dave had all implemented Story 0, but mostly in true XP fashion: doing the needful as simply as possible. They all used DTML to generate the basic welcome page. But in the meantime, everyone got Zope installed and got some familiarity with how it worked.
I'd say that's a success.
This time we talked a lot about Zope and how it was different than lots of other things we'd used in the past. Then we attacked the stories.
The first step was to choose the items that made sense for the first release. We figured, for the first release, we'd concentrate on allowing a player to play a single game. No history, just enough to actually play a game against someone else. So, you'll be able to start a new game, quit a game, or play the game in progress. We realized that we needed to add "quit" as a feature, because if you were invited to a game, there'd be no way to play any other game. That would be bad.
Also, since there's no scoring and no validation, there's no way to end the game and declare a winner. So, someone just quits and the game ends.
Which is fine.
Next, we took the stories for the first release and pulled out the ones we wanted for the first iteration. We decided to tackle user login, preferences and a main menu first. Which makes sense. As XP suggests, the dependencies sort of work themselves out.
We divided up the stories into tasks and doled them out. It's a small start, and we really had enough to comfortably fit 3 people, so we are a little uncertain about the fourth person. We suggested possibly starting the board rendering, as this is next on the list, and can be done comfortably apart from everything else. But that's up to them. They may even want to just tackle the next iteration all together.
That's going to be tricky though, to keep the un-present in sight.
The funny thing is, I was uncertain about how much we had to do and how it would get done. If it would get done. But afterwards, I felt supremely comfortable that we could handle the chunk we had taken. It might be close, but it was definitely doable. At which point, the whole project became doable.
That was a nice feeling.
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