ENGRC Discussion 5
Today's discussion should be spent working on your
In fact, if you have not yet set up your content repository, you should do it by the
end of discussion today.
The vast majority of the time should be spent on the milestone document. If you are
stuck, or are not sure what to write, Traci and the
course staff will be on hand
to help you out. Please make use of them.
The milestone document outlines what you plan to do for each two week deliverables
(gameplay, technical, alpha, closed beta, open beta, and final), and how you plan to
split up the work. This document is not a contract; you are allowed to change your mind
as the semester progresses. However, it is a good way to start thinking about your process.
Obviously, the milestone document is to big to do in discussion. Therefore, you should
spend class time on the most important subset. Start with the six major two-week software
Gameplay Prototype: First software prototype; a throw-away prototype in any language.
Technical Prototype: An evolutionary prototype; should at least run on the device simulator.
Alpha Prototype: Basic code complete with a playable level; should run on a device.
Closed Beta: Basic features complete with a few playable levels. Limited user testing.
Open Beta: Feature complete with good number of levels. Complete user-testing plan required.
Showcase: Public demonstration and release.
For each of the these five milestones, write a paragraph describing the following two items.
What do you expect to show us in class for this particular milestone? Remember our
description of Scrum(lite); you are picking a small list of features from your final
project, and implementing them for this smaller milestone. Which features are you
choosing for for this milestone?
Obviously, your features should match the description of the tasks listed above.
However, it is also a good idea to put in smaller tasks that are important,
but not on the schedule. For example, we require that everyone complete a level
editor for their game. We strongly recommend that you finished this by alpha
release. However some groups only create a simple editor for alpha, and push
the most of the work on the level editor off until beta.
Another thing to keep in mind is issues such as game AI. If your game is
a strategy game, where AI really matters, then you should start working on it
right away. However, if it is a platformer or other game where AI is less
important, then you can delay it until the end.
Test for Acceptance
Now that you know what the deliverables are, how do you measure success?
Or more appropriately, how would you tell that the milestone was a failure?
Answers like "playable gameplay prototype" are not enough; we need to know
what you mean by terms like "playable".
To help you with your test for acceptance, imagine that I am grading your
milestone deliverable. How would you like me to evaluate it for a grade?
What would count as an A, and what would count as a B? While I will not
actually give letter grades on an individual milestone, this is a good
way to express your test for acceptance.
It is very important that you have concrete goals for your tests for acceptance.
Subjective criteria like "the game is fun" is very hard to measure, and so
you cannot tell if you passed the test or not. On the other hand, you can
measure things like "my roommate really likes the game" or "the majority
of the focus group we kidnapped off the street believe the game is better than
Modern Warfare". Other examples of good tests are "we can play the game
for 20 minutes without it crashing" or "our artist, who has no programming
experience, can use the level editor to make a level". These are the types of
things we are looking for.
If you are unsure of what consitutes a good Test for Acceptance, look
at the milestone document for
This document has some of the best acceptance tests that we have ever