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Post by Admin on Jun 20, 2013 0:46:58 GMT
Fourth Sprint Goals:
Everyone: Regularly check and update Scrummy - The previous sprint has not been properly updated Fix the Wiki (leads) Regularly check the Forum and Wiki Ensure that work can be implemented by the end of each sprint
Management: Project Plan (will be included in the wiki)
Art: Mock Stage Model Art Doc
Design: Finish Board Game Implement Research Values Design Doc
Tech: Early End GUI Building Placement Tech Doc
All of these must be completed and implemented by next Thursday
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Post by Admin on Jun 27, 2013 1:52:30 GMT
Fifth Sprint
Sean Paper Prototype done nGUI done Object Placement done
Ash Research on texture bleeding Texture bleeding
Oggie Art Bible done Roads Need to add art bible to the wiki
Cam Need to add all docs to the wiki Project Plan underway Improve our workflow processes
Next DOCUMENTATION DUE NEXT WEEK Art Bible Design Doc Tech Doc Project Plan Timesheets Marketing Defined/Overview Workflows
Compile the game as a latest build Hexes in the game nGUI Excel Values in the prototype City Models Power Plants Trees Tile Water Tile Coal Mine
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Post by Admin on Jul 4, 2013 1:38:01 GMT
Sixth Sprint
Done:
Sean Tech Doc Prototype Iteration
Phil Design Doc
Oggie Art Bible
Lex Art Bible Style Guide
Ash Art Research Textures
Next: Prototype Iteration Game Start and End Paper Prototype tested with School Students Art Assets Terrain Textures
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Post by Admin on Jul 25, 2013 1:07:58 GMT
Project Plan Feedback Risk Management - Show Risk Matrix - Map it out + outline the risks - SWOT - Table that shows the likeliness and the severity of its effect - How to deal with it - Make things easy to find Scope - Roadmap of deliverables - Alpha level quality – what is needed – must be ready for Beta - Beta level quality – everything is in, prepared for testing - Work Flowchart - Logical in theory but false in practice - What is truly needed - documentation is always needed - what happens when roadblocks are hit - make it flexible, especially with different roles
Next weeks deliverable Submit a new updated Design Document
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Post by Admin on Aug 8, 2013 2:24:51 GMT
Priorities Prototype - Emissions Counter - Tap to collect money - Tap to provide power – Power plant needs to be maintained but costs money to keep maintaining
Make a kick ass Sim City – Be better
Implement new communication rules
What is your team going to deliver on week 13 - Fully fleshed out prototype that includes all the basic mechanics that give the player a good idea of what the game is - Updated version of all the documentation including the Marketing Document
Client Meeting Assessment Sheet – Email sent by Josh/Adam
Possible Game Considerations Providing achievement in the game from the game over condition - Counting the score at the end when the game ends – what is currently implemented
Things to consider - Emissions vs. Population and/or Emissions vs. Happiness - Emissions will restart the Time limit despite Energy Needed - Replacing Power Facilities for other systems – High money cost conflicting with Emissions - Power Plants breaking down - Another hidden timer that will be included - The currently shown timer pauses when happiness is achieved - The hidden timer will calculate the score for how long the player lasted
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Post by Admin on Aug 15, 2013 0:54:01 GMT
For the Presentation:
Latest Stable Build - Playable & presentable
Documentation - Preer review all docs - Game Design Document - Art Bible - Project Plan & Overview - Tech Doc - Marketing Doc/Materials - QA Doc - Timesheets
Presentation – Keep it positive Focus on features that we want to push Identify what you feel are week – namely due to lack of iteration, not because it’s bad Be prepared to make ourselves look good Keep as many things visual – Keep slides to a minimum and avoid too much fluff Brand the presentation – don’t use the power point template
Not specifically for next week: Debug mode – if debug == true, debug.log = “Debug this”
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Post by Admin on Sept 16, 2013 5:33:51 GMT
Reiteration of Roles
Management/Scheduling Cam
Unity/Design Sean – Mechanic stuff Phil – Map stuff
Concept Art Lex
3D Art Oggie – Pipeline with assets/asset production Ash – asset production
Social Media Dylan Brendan
Future Goals
Mechanics Scroll Fog of War Camera Features Map/Generated Map features Random Events Emissions Milestones Power Plant Maintenance Population Growth with Houses like a fungus Research/Upgrades
Art More Forests Power Plants Suburbia
World/Terrain/Map generation 1. Generate Perkin Noise 2. Becomes terrain 3. Terrain under certain height will be the bodies of water 4. Grid of notes generated 5. Nodes assign values (water, etc) 6. Resources are generated 7. Suitable Starting location identified
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Post by Admin on Sept 17, 2013 1:28:17 GMT
Assessments
Client Meetings – Ongoing - Nominate Milestones Product Handover – Week 13 - At least a Beta Post Mortem – Week 13 - What went well - What went wrong
Milestones Week 3 – Alpha Week 6 Week 8 – Beta Week 10 Week 12
Needed
Figuring out how to configure the Happiness concept - must be explained - linked to the message - what is the purpose of power - what outcomes are considered “good” What is the message/outcome - Greenhouse effect – multiple ways with various problems
Keep priorities in mind - differentiate what features are known and unknown - if the game were to be released in the next deadline, what missing features must be included?
Build a column of what aspects of the game are known or unknown – in Asana - tick off what is and isn’t understood - needs comments
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Post by Admin on Sept 24, 2013 0:20:15 GMT
Oggie City assets - art/unity pipeline
Lex City art references
Phil Terrain - world machine - unity implementation Happiness - each town has their own level of power - it must stay above 50%
Ash Coal and Nuclear Power Plant
Cam Schedule Future Plans
Dylan Social Media Screenshots – pipeline from art/tech/design UI Art Textures
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Cam reposting Sean's update
Guest
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Post by Cam reposting Sean's update on Sept 24, 2013 9:47:52 GMT
Sean my goal was to begin Level Generation, which basically includes everything generated before the player starts the actual game. To this end, I've mapped out in pseudocode how I'm going to generate the grid of nodes which allows all our touch/mouse interaction, assign those nodes different types (forest, clear, water etc.), and finally pick a node to spawn the City in. My next scrum goal is obviously to begin actually coding this out in C#, which I've begun but have many many more lines to do!
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Post by Admin on Sept 30, 2013 0:13:15 GMT
Sean Pseudo code - level generation - managing buildings individually
Ash 3D Assets - Power stations
Cam Version controllish Future Plans
Oggie Tortoise SVN Assets
Phil Another terrain Design iteration
New Team Member 3D Art
Lex Online Post: “I'm writing up a document for Brendan and Dylan that you guys can look at in terms of UI (just general "these are the similarities of other RTS games") and I'll include the mockups I've done so far Oggie, I'll also post up what I've done so far for the trees textures when I'm done writing this up, though I'm still not happy with it so I'll continue working on it tomorrow all the same, even if I'm still at home”
Build Review Play test every week Player doesn’t know what to do when the game starts - player tends to click the trees and have nothing happen - too many clicks (3) before trees are cut down
Needed UI is top priority - player needs to figure out how to start playing
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Post by Admin on Oct 6, 2013 23:53:57 GMT
Build Review
Needs balance - Happiness is going down without the player knowing what’s going on - some things do nothing – these may either need to be removed or implemented
Everything the player sees, they will interact with - Brown Coal has no indication for how the player gathers it - Research does nothing
Better feedback is needed with the games mechanics - Visual Indicators – it can all be done in playmaker (unity plug-in) More interaction between the features
Visual Scale - base it off a more realistic scale
Tap to collect feature
Armageddon Priorities Visual Indicators - Clear goal for player - Hide Research feature - Balancing - Fix the scale between the city and the power plants - Skill atoms (once the features are balanced) - Expanded exploration + camera movement isn’t needed yet
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