Difference between revisions of "Schedule"

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What needs to be finished the next four weeks:
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[http://rainbowprojectiles.com/w/images/2/22/Schedule.png Schedule week-by-week breakdown.]
  
==By Friday, May 6th==
 
  
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===Team Management Overview===
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<br />
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The team will be exercising an agile development plan. The team will meet up for 15 minutes at least every two days and tell the team what they have done since the last meeting, what they will do before the next meeting and any problems they have encountered that they may need help with. Though face-to-face interaction is preferred, over the holidays meetings will be reduced to 1-2 a week. Check-ins every 2 days will still be required.
  
===Design document completed roughly===
 
 
 
  
Responsible: Jacob.
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In the standard of the agile development process we will value:  
  
  
===First three rooms of reality area textured===
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'''Individuals and interactions''' over processes and tools
  
Notes: This means that every object, including the room is fully textured. The overall look of the level has been checked and textures changed if improvements can be made. There can be no stretched textures or textures that appear out of place. Those responsible should be checking textures and overall room appearance within Unity.
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''' Working software''' over comprehensive documentation
  
Responsible: Logan, Carla and Dylan
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''' Customer collaboration''' over contract negotiation
  
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''' Responding to change''' over following a plan
  
===Base assets for Alice in Wonderland level completed===
 
  
View asset list [[Asset List|here]] under 'Round 4'. I've added a couple more.
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Individuals and Interactions – in agile development, self-organization and motivation are important, as are interactions like co-location and pair programming.
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Working software – working software will be more useful and welcome than just presenting documents to clients in meetings. (Getting the game working is more important than documents)
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Customer collaboration – the requirements for the game can not entirely be collected at the start of the project, we must collaborate with customers (audience) to find flaw and redesign the game.
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Responding to change – agile development is focused on quick responses to change and continuous development.
  
Notes: Edit objects other than trees and fence to be simple planes with textures on them. Put everything together in a folder for placement.
 
  
Responsible: Logan.
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The principles are:
  
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* Working software is the principle measure of progress.
  
===Construct Alice in Wonderland level===
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* Sustainable development, able to maintain a constant pace.
  
Responsible: Jacob.
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* Close co-operation with lecturers, critics and audience.  
  
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* Face-to-face conversation is the best form of communication.
  
===First puzzle room complete===
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* Projects are built around motivated individuals, who should be trusted.
  
View puzzles here.
 
  
Notes: All programming for the first puzzle must be completed and must work.
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* Continuous attention to technical excellence and good design
  
Responsible: John and Andey
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* Simplicity
  
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* Self-organizing teams
  
===All sounds recorded====
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* Regular adaptation to changing circumstances
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===Aims===
  
View sound list [[Sound List|here]].
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'''I'm''' in charge of character modelling, texturing etc. I'll also constantly edit the wiki and do concept art.  
  
Notes: All sounds must be recorded/found legally.  
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'''John''' is in charge of designing and building a level, as well as making a few assets.  
  
Responsible: Dylan.
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'''Andey''' is in charge of setting up the level to work and having the characters implemented with third person. Also, the food pickups.  
  
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'''Tim''' is in charge of setting up multiplayer in the level and having the character models change.
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<br />
  
===Background music===
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===Meetings===
  
Two songs composed, one a general background tune and another a fun yet mysterious tune for the Alice in Wonderland level.  
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At least three meetings will be held per week: one meeting after class on Monday at 12.30pm, for discussion and reports, another for collaborative work, on Tuesday or Wednesday throughout the day, and another, on Thursday, for further collaborative work and advisor meet-up. Everyone must make sure they attend the meetings and bring all work in with them or have it uploaded to ''Dropbox''. If you cannot attend on any given day, please text me.
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<br />
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<br />
  
Responsible: Carla.
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===File Management===
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File management will be through [http://www.dropbox.com/ Dropbox]. Everyone should make sure they have their most recent work up on Dropbox. Please also make sure you do not work directly off Dropbox files and ensure that you do not replace a file on Dropbox that has been edited by someone else.
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Latest revision as of 01:24, 8 October 2011

Schedule week-by-week breakdown.


Team Management Overview


The team will be exercising an agile development plan. The team will meet up for 15 minutes at least every two days and tell the team what they have done since the last meeting, what they will do before the next meeting and any problems they have encountered that they may need help with. Though face-to-face interaction is preferred, over the holidays meetings will be reduced to 1-2 a week. Check-ins every 2 days will still be required.


In the standard of the agile development process we will value:


Individuals and interactions over processes and tools

Working software over comprehensive documentation

Customer collaboration over contract negotiation

Responding to change over following a plan


Individuals and Interactions – in agile development, self-organization and motivation are important, as are interactions like co-location and pair programming. Working software – working software will be more useful and welcome than just presenting documents to clients in meetings. (Getting the game working is more important than documents) Customer collaboration – the requirements for the game can not entirely be collected at the start of the project, we must collaborate with customers (audience) to find flaw and redesign the game. Responding to change – agile development is focused on quick responses to change and continuous development.


The principles are:

  • Working software is the principle measure of progress.
  • Sustainable development, able to maintain a constant pace.
  • Close co-operation with lecturers, critics and audience.
  • Face-to-face conversation is the best form of communication.
  • Projects are built around motivated individuals, who should be trusted.


  • Continuous attention to technical excellence and good design
  • Simplicity
  • Self-organizing teams
  • Regular adaptation to changing circumstances



Aims

I'm in charge of character modelling, texturing etc. I'll also constantly edit the wiki and do concept art.

John is in charge of designing and building a level, as well as making a few assets.

Andey is in charge of setting up the level to work and having the characters implemented with third person. Also, the food pickups.

Tim is in charge of setting up multiplayer in the level and having the character models change.

Meetings

At least three meetings will be held per week: one meeting after class on Monday at 12.30pm, for discussion and reports, another for collaborative work, on Tuesday or Wednesday throughout the day, and another, on Thursday, for further collaborative work and advisor meet-up. Everyone must make sure they attend the meetings and bring all work in with them or have it uploaded to Dropbox. If you cannot attend on any given day, please text me.

File Management

File management will be through Dropbox. Everyone should make sure they have their most recent work up on Dropbox. Please also make sure you do not work directly off Dropbox files and ensure that you do not replace a file on Dropbox that has been edited by someone else.