Difference between revisions of "Schedule"

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(By Friday, May 6th)
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What needs to be finished the next four weeks:
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===Team Management Overview===
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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
  
==By Friday, May 6th==
 
  
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In the standard of the agile development process we will value:
  
===Design of all puzzles completed===
 
  
Note: Complete design of puzzles, specifics and a lot of design notes. By Monday.
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''' Individuals and interactions''' over processes and tools
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''' Working software''' over comprehensive documentation
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''' Customer collaboration''' over contract negotiation
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''' Responding to change''' over following a plan
  
Responsible: Jacob, Andey, John.
 
  
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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.
  
===First room puzzle working===
 
  
Notes: key card to open door.
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The principles are:
  
Responsible: Jacob or Andey
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* Working software is the principle measure of progress.
  
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* Sustainable development, able to maintain a constant pace.
  
===Design document completed roughly===
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* Close co-operation with lecturers, critics and audience.
 
 
  
Responsible: Jacob.
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* Face-to-face conversation is the best form of communication.
  
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* Projects are built around motivated individuals, who should be trusted.
  
===Lost character in-game and animating===
 
  
Notes: Must have idle and walking animations, must function with movement scripts.
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* Continuous attention to technical excellence and good design
  
Responsible: Andey
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* Simplicity
  
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* Self-organizing teams
  
===First three rooms of reality area textured===
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* Regular adaptation to changing circumstances
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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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===Team Member Check-in===
  
Responsible: Logan, Carla and Dylan
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Each team member must provide their check-in here every day before they go to bed. They must write what they have done, what they will do, and what problems they have encountered. Team members should keep abreast of their fellow member's check-ins.
 
 
 
 
===Base assets for Alice in Wonderland level completed===
 
 
 
View asset list [[Asset List|here]] under 'Round 4'. I'll add a couple more.
 
 
 
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.
 
 
 
===Construct Alice in Wonderland level===
 
 
 
Responsible: Jacob.
 
 
 
 
 
===First puzzle room complete===
 
 
 
View puzzles [[Puzzles|here]].  
 
 
 
Notes: All programming for the first puzzle must be completed and must work.
 
 
 
Responsible: Tim, John and Andey
 
 
 
 
 
===All sounds recorded===
 
 
 
View sound list [[Sound List|here]].
 
 
 
Notes: All sounds must be recorded/found legally.
 
 
 
Responsible: Dylan.
 
 
 
===Background music===
 
 
 
Two songs composed, one a general background tune and another a fun yet mysterious tune for the Alice in Wonderland level. 
 
 
 
Responsible: Carla.
 
 
 
==By Friday, May 13th==
 
 
 
 
 
===Design document finished===
 
 
 
Responsible: Jacob
 
 
 
 
 
===Final 3 reality rooms textured===
 
 
 
Notes: Read for previous week.
 
 
 
Responsible: Logan, Dylan, Carla.
 
 
 
 
 
===Building of Assets for underwater sequence===
 
 
 
View asset list [[Asset List|here]] under 'Round 5'.
 
 
 
Notes: All base assets must be finished and texturing underway.
 
 
 
Responsible: Logan, Dylan, Carla, John, Andey, Jacob. 
 
 
 
 
 
===Alice in Wonderland puzzles completed===
 
 
 
View puzzles [[Puzzles|here]].
 
 
 
Notes: Programming for puzzles must work perfectly.
 
 
 
Responsible: Tim, John and Jacob.
 
 
 
 
 
===Lost additional animations===
 
 
 
Notes: Must include reactions to things, additional idle animations etc.
 
 
 
Responsible: Andey
 
 
 
 
 
===Underwater music completed===
 
 
 
Notes: A dreamy, underwater tune for the 20000 Leagues Under the Sea level.
 
 
 
Responsible: Carla.
 
 
 
 
 
===Sounds placed in game with proper coding===
 
 
 
Notes: Sounds for the first four reality levels in place.
 
 
 
Responsible: Jacob.
 
 
 
==By Friday, May 20th==
 

Revision as of 02:34, 19 June 2011

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


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



Team Member Check-in

Each team member must provide their check-in here every day before they go to bed. They must write what they have done, what they will do, and what problems they have encountered. Team members should keep abreast of their fellow member's check-ins.