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 of all puzzles completed===
 
  
Note: Complete design of puzzles, specifics and a lot of design notes. By Monday.
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In the standard of the agile development process we will value:  
  
Responsible: Jacob, Andey, John.
 
  
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'''Individuals and interactions''' over processes and tools
  
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''' Working software''' over comprehensive documentation
  
===Design document completed roughly===
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''' Customer collaboration''' over contract negotiation
 
 
  
Responsible: Jacob.
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''' Responding to change''' over following a plan
  
  
===First three rooms of reality area textured===
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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: 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.
 
  
Responsible: Logan, Carla and Dylan
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The principles are:
  
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* Working software is the principle measure of progress.
  
===Base assets for Alice in Wonderland level completed===
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* Sustainable development, able to maintain a constant pace.
  
View asset list [[Asset List|here]] under 'Round 4'. I've added a couple more.
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* Close co-operation with lecturers, critics and audience.  
  
Notes: Edit objects other than trees and fence to be simple planes with textures on them. Put everything together in a folder for placement.
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* Face-to-face conversation is the best form of communication.
  
Responsible: Logan.
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* Projects are built around motivated individuals, who should be trusted.
  
  
===Construct Alice in Wonderland level===
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* Continuous attention to technical excellence and good design
  
Responsible: Jacob.
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* Simplicity
  
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* Self-organizing teams
  
===First puzzle room complete===
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* Regular adaptation to changing circumstances
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<br />
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<br />
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===Aims===
  
View puzzles 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 programming for the first puzzle must be completed and must work.
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'''John''' is in charge of designing and building a level, as well as making a few assets.  
  
Responsible: John and Andey
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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 />
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<br />
  
===All sounds recorded====
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===Meetings===
  
View sound list [[Sound List|here]].
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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 />
  
Notes: All sounds must be recorded/found legally.
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===File Management===
  
Responsible: Dylan.
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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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<br />
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<br />
  
  
===Background music===
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----------------------------------------------
 
 
Two songs composed, one a general background tune and another a fun yet mysterious tune for the Alice in Wonderland level. 
 
 
 
Responsible: Carla.
 

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.