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

PorkchopX_OutOfSpace.zip 105 MB
Sep 02, 2021

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