|Week 1||Group Orientation||1/28/17|
|Week 2||Team Workflow Document||2/04/17|
|Week 3||Concept Document||2/11/17|
|Week 4||Nondigital Prototype||2/15/17|
|Week 6||Gameplay Prototype||2/27/17|
|Week 7||Architecture Specification||3/11/17|
|Week 8||Technical Prototype||3/13/17|
|Week 9||Document Revisions||3/25/17|
|Week 10||Alpha Release||3/27/17|
|Week 12||Level Design Document||4/15/17|
|Week 13||Closed Beta Release||4/17/17|
|Week 14||App Store Proposal||4/29/17|
|Week 15||Open Beta Release||5/01/17|
|Final Document Portfolio||5/10/17|
|Week 17||GDIAC Showcase||5/19/17|
You should provide us with a milestone for every two week period that ends with a deliverable in bold after nondigital prototype (e.g. gameplay prototype, technical prototype, etc.). You should start each milestone with the following information:
In addition, you should provide us with a short paragraph detailing the following elements:
What do you expect to show us at the end of this two-week milestone? Remember the process from the introductory course. You are picking a small list of features from your final project, and implementing them over this two-week sprint.
Obviously, your deliverables should include the tasks in the schedule 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 finishe this by alpha release. However some groups only create a simple editor for alpha, and push most of the work on the level editor off until beta (and their games are not as good because of this).
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.
Now that you know what the deliverables are, how do you measure success? Or more appropriately, how would you tell that the sprint 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.
In the test for acceptance, you told me how you would like for me to "grade" your milestone. Given this, do you believe this is an easy A? Or is there something that you are worried you might screw up. It is okay if this is the case, but you should list those things here.
Be honest in your answers here. Failing to meet a milestone is okay; this class is all about failure. Hiding the reasons why you failed, however, is a no-no; I am likely to subtract from your final game grade if I find "surprising" problems at the end of the course.
Once you understand the deliverables, the test for acceptance, and the risks, it is time to delegate tasks. Hard tasks should be given to team members capable of finishing them. Use the labs to give you some idea of each team member's strengths and weaknesses.
In assigning tasks, I do not need you to assign hours (yet). Just tell me roughly what each person should be focusing on each week. Do not worry if you cannot think of everything; this is the one thing you will change the most as the semester progresses.
Because we are always tinkering with course, we do not post the instructions for each of the deliverables above until the start of that sprint. That might seem a little unfair; we are asking you to mention deliverables without actually telling you what we are expecting for each deliverable. This is lessened a bit by that fact that most of you have been through the introductory course before, but the deliverables are not exactly the same.
In order to help you with your milestones, here is what we are roughly expecting for each major deliverable.
It is not as important to get the milestone document correct as it was to get the concept document and gameplay specification correct. However, it is always good to get it as right as possible on the first try. Therefore, we have provided some examples of solid milestone documents from semesters past. You should use these as templates when writing your own milestone document.
The most recent example, this document was made for the game Squeak & Swipe in Spring 2016. It is one of the better examples from this class. It is short, but covers all of the key concepts. It also does an excellent job of identifying deliverables and breaking them down into tasks for individual team members.
Another milestone document from Spring 2016, this document is for the mobile game Inari. You will notice that this is much terser (particularly with descriptions and tests for acceptance) that Squeak & Swipe. However, it does convey all of the information that we are asking for. While we think the Squeak & Swipe milestones are much better, this document is the bare minimum we are looking for.
This milestone document was made for the game Dispossessed, created for the introductory course in Spring 2015. This team had a lot of the same members as Squeak & Swipe, which is why the document is similar. It is once again an excellent document to emulate.
Those of you from the introductory class may recall that we used Lifted for several examples. Their milestone document shows an excellent understanding of the term "Test for Acceptance". All of their tests are great; you should use them as a model for designing your own tests.
As we said, your grade for this document is part of your team workflow grade. Because that, you should also use this time to update your team workflow document (assuming that you did not get a perfect grade the first time). If you update your document, you should add it as a PDF to the CMS submission. If you do not update your workflow, your next chance will be at the two-week report following the gameplay prototype.
Due: Saturday, February 18th at 11:59 pm
You should submit a PDF file called milestones. Again, we ask that the file be a PDF so that we cannot annotate it in order to return it to you with feedback for possible revision. It is fine if you create the document in a program like Microsoft Word, but you should convert it to PDF before submission.
In addition, if you revise your team workflow document, you will submit that as a PDF as well. This is a separate upload in CMS. Do not attach your workflow to the milestone document.
As we have said several times, the milestone document is just for you to get started thinking about how you are going to organize the semester. We will give you a few comments about whether or not we think your plan is feasible. However, we will be happy as long as you show that you took this exercise seriously.