After building our mission models for the map, we did some studying of the map, and Caleb volunteered to work on the "Droptopus" (Unexpected Encounter) mission, since he had an idea that he was keen on. This proved to be the basis of all subsequent ideas, and others built on it, as Caleb focused on the Innovation Project.
We made some small demo carts to test missions and allow for a larger usage, while Boxetta V2.1 was undergoing construction. They turned out to be quite helpful, although likely delayed our actual progress with Boxetta.
While planning which missions to complete, we filled out this sheet, which Iain made, so that we could easily tell how valuable and worthwhile each mission would be to attempt. It helped us to choose our missions strategically and to calculate our points.
We generally had 3-4 people working on the Robot Game at any given time, so we had to share robots and help each other to complete missions in order to work on our sections. This was actually good, as it helped us to have a good idea of what each person was working on at any given time, and ensured that everyone worked on at least one mission for the Robot Game.
For Regionals, we all worked on our own runs, with occasional version control, and managed to achieve around 10 missions in our runs, but couldn't get the same success in practice runs. With a projected ~210-250 at home, we got 75, 120 & 150 in our Regionals tournament. For Nationals, we compacted our Hattachments, and improved our code to work faster.
Our version control increased in frequency between Regionals and Nationals, which caused one major issue, that we accidentally replaced the newest version of some code, but otherwise it didn't cause troubles.
We experienced some difficulties at Nationals, but still achieved 125, 150 & 245 as our scores.