PorkChopX Docs
Project Management Plan:
Scope Statement:
PorkChopX_TeamCharter
Critical Success Factors:
Adhere to the PorkChopx_TeamCharter
Deliverable PorkChopX_OutOfSpace.zip passes Test Cases documented in the TestPlan_ProjectDoc
Project Completed before Submission Deadline
Deliverables:
PorkChopX_OutOfSpace.zip
OutOfSpace_QA_Collateral
Submission_ProjectDoc
Work Break Down Structure:
WorkBreakdown_ProjectDoc
Schedule:
MilestoneSchedule_ProjectDoc
Budget:
0 dollars and 0 cents
Quality:
TestPlan_ProjectDoc
Human Resource Plan:
WorkBreakdown_ProjectDoc
Stakeholder List:
Team Members
Epic Mega Jam
Communication:
Discord
Risk Register:
RiskRegister_ProjectDoc
Procurement Plan:
Utilize Team Member skills to complete main body of work
Required components that fall outsides the abilities of the team will be sourced from available pre-made assets and cited in the Submission_ProjectDoc
Team Purpose:
Team Pork Chop X (Team) was created to undertake the task of creating a game (OutOfSpace) to submit to the Epic Mega Jam (Customer).
This task will require the Team to deliver a packaged game in 1 week while working remotely using the unreal engine.
Main risks to completing of the task will be limited time, unfamiliar tools and the difficulties of source control for a team operating remotely from each other.
Duration and Time Commitment:
The Customer has determined the requirement for the duration of the project to be 1 week from August 27 20201 to September 2 2021. The Team has determined their available man hours
to be ~40 hours per person or 160 total during the time frame of the project.
Scope:
The Scope of the project shall be crating a game that adheres to the requirements of the customer. This includes a packaged executable with components created during the duration of the project that conveys the theme "Running Out Of Space"
Desired End Result:
The Team has decided the desired end result to be a packaged executable (Game) that includes 1 level with a playable character, enemies, a tower the enemies attack, a shield with a dynamic radius linked to a resource, a resource the playable character collects and appropriate audio assets
Supporting Resources:
Team:
John Adams : Production, DevOps
Kenmore Challafant: Lead Developer, Unreal Engine Expert
Chris M: Developer, Control Systems and AI
Michael Hensley: Technical Artist, Models and Effects
Software -
Google Drive/Docs - Project Documentation and Data Distribution Software
Perforce - Source Control Software
Unreal Engine - Collection of Tools used to create and package Deliverables
Discord - Communication Software
Reporting Plan:
The Team will use Discord to report progress on milestone and tasks. Maintain curated channels for links to relevant project resources.
Deliverables:
Packaged Submission: packaged executable (Game) with the following Requirements
Zip file named TeamName_GameName.zip
1 Level with wall and a floor components that contains
A Player
B Tower
C TowerShield attached to Tower
D Enemy with multiple instances randomly located around Level
1.A Player is controlled with a Mouse or Gamepad that can collect Energy Resources from Enemies by colliding with them and deliver to the Tower by colliding with the Tower
1.B Tower will collects Energy Resource from Player and drains Energy Resources to Enemies colliding with it
1.C TowerShield will be dynamic in size depending on total Tower Energy Resources
1.D Enemy with multiple instances that drops Energy Resources on Death
All Audio listed in Design Documentation
Test Collateral that proves each component of the Packaged Deliverable meets specified Requirements
Player Component
Tower Component
TowerShield Component
Enemy Component
Level Component
Packaged Submission Component
Submission Document (itch.io)
Team Name
Game Name
Names of all team members
Unreal Account Emails used by team members
Sourced Assets
Projected Milestone Schedule:
Start - August 27 2021
Thu-Fri:
Choose idea
Fri-Sat:
Core mechanics implemented
Combat
Winning and Losing
Basic UI and Menus
Begin on Audio Assets
Test Plans: Component Functionality
Sun:
Audio Assets
Design experimentation and refinement
Test Plans: Packaging, Component Functionality, Stability
Mon-Tue:
Polish
Test Plans: Packaging and Stability
Wed:
More polish
Prepare for Deliverables Handoff
Test Plans: Packaging, Stability and Submission_Doc
Thursday:
Handoff
End - September 2 2021
Test Plans:
Player: Total Task Time = 0.1 Hour
Model: Model is present in Game
Player_Model
Materials/Effects: Materials/Effects are present in Game
Player_Material
Controls: Test that the appropriate function is called when Player produces the specified Input and the function produces the desired effect on Player
ChargeState - starts when Charge Button is down, halts player movement
Direction - during ChargeState while Charge Button is down, Direction can be specified by Mouse Cursor location or Joystick Position relative to center of Player Model
Speed - value based on time in ChargeState. Longer duration in ChargeState produces higher value for Speed up to a maximum value defined by MaxChargeTime
Dash - Propels Player Model in Direction at Speed when Charge Button is depressed
Functions: Test Functions perform as described and return expected values
ChargeState - Starts when button is pressed, ends when button is release
Dash - propels player with speed and direction determined during ChargeState
ChargeUp - Gathers input from player during ChargeState to determine Dash values
PickupResource - Adds Energy Resource to Player when colliding with Energy Resource
DepositResource - Add Energy Resource to Tower when colliding with Tower
Spawn - Places Player on Level at the beginning of game and after PlayerDeath
PlayerHealth - Starts at a designated value, drained while player is outside TowerShield
PlayerDeath - When PlayerHealth reaches 0 Game will reset
HitTower - When Player collides with Tower, Player is propelled away from it and DepositResources transfers PlayerEnergy to Tower
PlayerEnergy - Amount of Energy Resource collected by Player
Audio: Test Audio is present and plays when triggered by a function at an appropriate volume for mix layer(i.e. below threshold of pain, over threshold of silence, BGM vs Explosion)
Player_ChargeState
Player_Dash
Player_PickUpResource
Player_DepositResource
Player_HitEnemy
Player_HitTower
Tower: Total Task Time = 0.1 manhours
Model:
Tower_Model
Materials/Effects:
TowerBase_Material
TowerGlow_Effect
TowerOrbGlow_Effect
Functions:
TowerShieldSize - Changes TowerShield_Model volume based on total Energy Resources on Tower
PlayerHit - On collision with Player Receives Energy Resource from Player
DrainEnergy - Reduces Tower Energy Resources based on number of enemies colliding with Tower
Audio:
Tower_Hum
Tower_PlayerHit
Tower_DrainEnergy
TowerShield: Total Task Time = 0.1 manhours
Model:
TowerShield_Model
Materials/Effects:
TowerShield_Material
Functions:
Expand - size of TowerShield_Model is increased based upon Energy Resources deposited on Tower by Player
Shrink - size of TowerShield_Model is decreased based upon Energy Resources drained from Tower by Enemy
Audio:
TowerShield_Hum
TowerShield_Expand
TowerShield_Shrink
Enemy: Total Task Time = 0.1 manhours
Model:
Enemy_Model
Materials/Effect
Enemy_Material
Functions:
Spawn - Spawn On Map
MoveToTower - Moves Enemy towards Tower
MoveFromTower - Moves away from tower after reaching MaxDrainEnergy
Death - Despawns Enemy when hit by Player
DrainEnergy - While Enemy is colliding with Tower, drain Energy Resource from Tower at DrainRate(MaxDrainEnergy / MaxDrainEnergyTime)
DropEnergy - Spawns Energy Resource on Death with a value of DrainEnergy
Audio:
Enemy_Spawn - Plays when spawned
Enemy_Death - Plays on Death
Enemy_Hit - Plays when hit by player
Enemy_DrainEnergy - Plays when touching tower
Level: Total Task Time = 0.1 manhours
Model:
Floor_Model
Wall_Model
Lighting:
GlobalLighting - Lighting is generally dark with Assets providing main light sources
Functions:
BeginPlay - Places all assets appropriately
Reset - Resets level after PlayerDeath plays Level_EndGame Audio
Audio:
Level_BGM
Level_EndGame
Packaging: Total Task Time = .5 manhours
Compile: Packaged Project can be Compiled and Run successfully
Compile Success
Run Success
Packaged Stability: Total Task Time = 0.5 manhours (PlayerTest_TaskTime + EnemyTest_TaskTime + TowerTest_TaskTime + TowerShield_TaskTime + Level_TaskTime + ) = (0.l)+(0.1)+(0.1)+(0.1)+(0.1) = 0.5 manhours
Stability: Perform designated Test Cases for each component listed on the Packaged version of the project. Fail any tests that crash Packaged Project
Player Outcome
Enemy Outcome
Tower Outcome
TowerShield Outcome
Level Outcome
Submission: Total Task Time = 1.1 manhours (Packaging Test + Stability Test + SubmissionDoc Test)
SubmissionDoc: Check Submission Document contains all of the following elements
Team Name
Game Name
Team Member Emails linked to Epic Account
Sourced Assets
Document Name:
Test Plan Name: Total Test Task Time for Component Tests
Test Component: Description of component to test
Test Case - Desired outcome of Test Case
Test Plan Name2:
Test Component: Description of component to test
Test Case - Desired outcome of Test Case
Files
Get Out of Space
Out of Space
Defend your energy tower for protection from the space radiation.
Status | Prototype |
Author | porkchop-xstudio |
Genre | Action |