polarparadise

 

Development Plan

Page history last edited by Anonymous 2 yrs ago

Development plan, Scheduling, and Risk Analysis:

 


Production Schedule

The complete Polar Paradise production schedule can be downloaded here (in MS Project format):

The Schedule

 

Development Overview

 

Pre-production: 29th January 2007 to 19th February 2007 (3 weeks)

 

Tasks:

 

  • Pitch + doc (Week of 29th Jan - time/date tbc)
  • Concept doc
  • Basic GDD
  • Basic APP
  • Basic TDD
  • Character concepts
  • Weapon concepts
  • Level / environment concepts & detailed design
  • Level gameplay critical paths

 

Milestone 1: Monday 19th Feb


 

 

Production 1: 19th February 2007 to 12th March 2007 (3 weeks)

 

Tasks:

 

  • GDD Update
  • APP Update
  • TDD Update
  • Player character model
  • Bad guy character model
  • Basic weapon models
  • Level box-geometry
  • Gameplay prototype (new moves, weapons, etc)
  • Playtesting

 

Milestone 2: Monday 12th March 2007


 

 

Production 2: 12th March 2007 to 2nd April 2007 (3 weeks)

 

Tasks:

 

  • GDD Update
  • APP Update
  • TDD Update
  • Game critical models finished
  • Detailed level geometry
  • Critical path prototyped
  • Gameplay finished (new moves, weapons, etc)
  • Playtesting

 

Milestone 3: Monday 2nd April 2007


 

Easter Vacation: 2nd April 2007 to 22nd April 2007 (3 weeks)

 

Post-Production: 23rd April 2007 to … TBC (approx 2-3 weeks max)

 

 

Tasks:

 

  • GDD Final
  • APP Final
  • TDD Final
  • Models finished & polished
  • Level geometry finished & polished
  • Level gameplay finished & polished
  • Gameplay (new moves, weapons, etc) & polished
  • Export to *.mpm
  • QA & Playtesting
  • Write support materials (Install and how to play manual)
  • Pitch
  • Deliverables
  • Project Post mortem

 

 

Final Milestone: 27 April 2007

 

 

Risk Analysis / Feasibility

 

Risk Analysis – Technical

 

Potential Risks

 

Engine Compatibility & Accessibility for team (resolved - all team members have game installed and working)

Level design – MaxED learning curve (resolved - Mark has finished his level)

Maya → 3DSMax exporting via obj, 3ds format (resolved - asset-to-game pipeline established)

Milkshape MP1 Compatibility – Unclear if new version still supports mp1 format (resolved, it does)

Lightmap Rendering in Maxed – not all modern graphics cards supported (resolved - no problems encountered)

Version locking / protection - (resolved - one person is responsible for compiling new game builds)


 

Production / Development Task List (Merged from Key Tasks)

 

 

This section lists the key tasks required to develop the game. In other words, this is the development To-Do list.

 

Priority and Feasibility of the tasks are given estimated ratings in the following categories: Priority, Cost, and Risk

 

  • Priority refers to the task's importance and the desire to get it done. E.g. A High priority task is essential to the project's success.
  • Cost refers to how much time, effort, money, stress, blood, sweat and tears the task will take to get done.
  • Risk refers to uncertainties about the task, or potential blocking factors that might prevent the task from being completed.

 

Each category is rated a value between 1-3, representing: Low (1), Moderate (2), and High (3)

 

Priority rating is then doubled, and the following formula is applied:

 

Feasibility = Priority - ( Cost + Risk )

 

The final value represents the task's Feasibility and the liklihood it will get finished. A positive value has more likihood of getting done than a negative one. This is used to assess how much time and resources should be spent on any given task. So e.g. a low priority, high risk, high cost task will not get finished, and time shouldn't be spent on it.

 


 

Level Design

  • Geometry Mapping (Environment Art, Lighting)
  • Gameplay Mapping (AI Scripting, Optimisation, Interaction)

 

Priority: High Cost: High Risk: Moderate

 

Feasibility: +1


 

Gameplay Features (weapons, special moves, new features)

  • Character Animation
  • Weapons
  • Projectiles
  • Level Items

 

Priority: High / Moderate Cost: High Risk: High / Moderate

 

Feasibility: Best case: +1 Worst Case: -2


 

Graphics / Art

  • Character Skins (Model, Texture, Vertex Weighting / Rigging)
  • Weapons (Model, Texture)
  • Particle Effects (Bitmap creation, particle generation)
  • Trimesh (Model, Texture)
  • HUD art

 

Priority: High Cost: High Risk: Moderate

 

Feasibility: +1


 

Audio

  • Music
  • Sound Effects
  • Dialogue

 

Priority: Moderate / Low Cost: Moderate / Low Risk: Low

 

Feasibility: Best: +2 Worst: -1


 

Interface

  • Menu
  • HUD
  • Console
  • In-game help / Manual

 

Priority: Low Cost: Low Risk: Low

 

Feasibility: 0


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