Hitting the "Impossible" Deadline: How 5 Programmers Used Process to Beat the Clock
Hey everyone, welcome back to our devlog!
For the past two weeks, I’ve been sharing my personal journey of stumbling out of my coder comfort zone and into the chaotic world of level design. We went from a simple red grid to a massive, empty continent, and finally landed on a focused, detailed map that we were all proud of.
Well, this week, our entire team had to face a challenge much bigger than a single map: an "impossible" deadline.
We’re a team of five programmers. We crave logic, systems, and solving problems. But with our final sprint deadline looming, the problem wasn't code; it was time. We had a mountain of tasks, a handful of days, and a healthy dose of anxiety.
Spoiler: We made it. And we didn't do it with crunch alone. We did it with process.
Taming the Chaos with Jira
As programmers, we’re trained to break down massive, abstract problems into small, manageable functions. We decided to apply that same logic to our project.
Our "secret weapon" was a Jira scrum board.
In the past, our to-do list was a vague, terrifying cloud of ideas like "finish the level" or "make combat work." With the deadline breathing down our necks, we got surgical.
- "Finish the level" became a dozen smaller tasks: "Model 3 building variations," "Paint foliage in city sector," "Add collision to desert rocks," "Fix navmesh in mountain pass."
- "Make combat work" became: "Implement health bar UI," "Fix weapon switch bug," "Create 'patrol' AI state," "Test damage values."
Every single thing we needed to do became a ticket on our board.
Communication is the Core Mechanic
The Jira board was our map, but constant communication was our vehicle. With a small team, you can't afford to have someone stuck for a whole day.
We ran daily stand-ups (even if they were just 10-minute chats on Discord) to answer three questions:
- What did you do yesterday?
- What are you doing today?
- What are you blocked on?
That last one was the most important. If my level design work was blocking our AI programmer, we knew about it in minutes, not days. We swarmed problems together and kept the momentum going. We weren't just five people working on the same project; we were a single unit moving toward one goal.
The Best Feature: A Future
Watching that "To Do" column shrink and the "Done" column fill up was one of the most satisfying parts of this whole project. The "impossible" deadline wasn't a wall; it was a hill we climbed one ticket at a time.
We hit our deadline. All of our core systems are in. Our level is playable. The game holds together.
But the biggest victory isn't just that we finished the sprint. It's that we've built a product that we are all genuinely excited to keep working on. We proved to ourselves that we have the technical skills and, more importantly, the team discipline to make this game a reality.
The final sprint is complete, but our journey with this game is just getting started.
Thanks for reading. We'll see you in the next post!
Get Iron Reclamation
Iron Reclamation
| Status | Prototype |
| Author | LGHTS |
| Tags | First-Person, Real time strategy, Singleplayer |
More posts
- Making Combat Feel Good: Fair, Readable, and Responsive AI23 days ago
- Problems With Transferring Materials From One Mesh to Another Mesh23 days ago
- When Customization Gets Complicated: Working with Character Assets in Unreal23 days ago
- Some Tips for UE523 days ago
- Bone to Bone: Animation Trouble29 days ago
- When a Simple Menu Isn’t So Simple: Building an Options Menu in Unreal29 days ago
- Better Isn't Always Best: Choosing the Right Tool Under a Sprint Deadline29 days ago
- From Continent to Contained: Learning to Build a World That Works30 days ago
- Perfection Isn't Perfect31 days ago

Leave a comment
Log in with itch.io to leave a comment.