### Prioritizing Bug Fixes & Complete Tasks for Better Gaming Experience
We believe it's critical to carefully plan and design our projects from the start. Our preference is to get things right from the beginning, rather than having to correct mistakes after completing each significant task. The issue right now is that we're constantly revising things, even minor details, and this slows down our progress.
For instance, when we work on a big project like developing a chat system, we should thoroughly discuss and visualize what it should look like before we start building it. If we build a solid foundation from the get-go, we can avoid the need to redo things, and we can say that the task is done. Changes and new ideas are inevitable, but the initial phase should be substantial and satisfactory.
I'm surprised we've had to ask for adjustments to the chat system multiple times. In a typical in-game chat, you press **[Enter]** to start typing a message, and hit **[Enter]** again to send it and stop writing. However, in our system, you start typing another message after sending the first. It's strange that we haven't solved this issue yet.
Our goal should be to complete each task thoroughly before moving on to the next. While it makes sense to have multiple phases for character development, I don't think we need that for user interfaces or basic systems. It seems to only slow us down.
Also, we need to prioritize fixing the obvious bugs. They may be simple fixes, but they can significantly improve our game. An example is the **[light blue loading screen](https://i.imgur.com/ecnKEv7.png//)** that pops up for a second or two. Such issues wouldn't arise if we properly completed each task before moving on. This approach is beneficial not just for potential investors, but also for our sense of progression.
If we compare the first vertical slice *(June, 2021)* with our progress today, we can see significant improvements in the map, objects, clothing, weapons, and characters. However, elements like quests widget, player health bars, enemey bars, spell icons, widgets such as mount, inventory, character stats, the overall UI appear to have remained largely unchanged and same with animations.
### Focusing on Essential Features
We think it is important to concentrate on perfecting fewer elements, such as the weapons system. Instead of having six different weapons, maybe we should focus on developing two or three really well-crafted ones. The same principle applies to professions; let's create a robust system that's easy to expand, but initially limit it to two professions. This way, we can understand how it works. For classes and weapon progression, we should similarly focus on perfecting two to three classes.
Our goal should be to design systems that are both high-quality and functional. Once we've achieved this, we can then easily expand upon them. This principle could apply to many aspects of our work. We should always keep in mind the idea of starting small but well-designed, and then expanding later.
### Planning and Progression
For each sprint, it would be beneficial if you could define clearly what tasks will be done. It might be a good idea to have a discussion about the specific tasks, or at least inform us so we can discuss it if needed.
After a sprint is completed, it would be most effective to demo what has been accomplished, particularly if the tasks are finished. Please provide a detailed explanation, either verbally or in writing, of what has been created or enhanced.
We should improve our Jira planning to accurately estimate how much time each task will take. This way, we can use a burndown chart to monitor if progress is proceeding slower or faster than expected.
- Anything else that needs to be mention?