Jan. 13, 2012 - Website + blog up and running
Jan. 20, 2012 - Major Deliverable Level 1 Complete!
Jan. 23, 2012 - Weekly progress meeting to discuss Deliverables for Level 2!
Feb. 3, 2012 - Major Deliverable Level 2 Complete!
Alpha Release:
Feature backlog:
Brief description:
The milestones are per week and is identified by the first letter of the phase and week number, i.e A1 is the milestone for the first week of phase Alpha. The following is our overall feature backlog. It shows all the features that we are trying to achieve for alpha and beta release, a description of the features, the milestones set for feature implementation and the status of the features.
Overall status of our feature backlog (will change as we progress)
Task: | Description: | Milestone for implementation | Dependencies | |||||||||
Implementing tower ai | Detecting collision for creeps | A2 | - | |||||||||
Implement multi-gesture | Zoom in , zoom out | A2 | ||||||||||
Game Instructions | Rules to play. | A2 | - | |||||||||
Tower and creep base classes | Adding functionality to add creeps and towers to game. | A3 | ||||||||||
Creep algorithm | Able to formulate shortest path | A3 | - | |||||||||
Survivor mode map | empty map for survivor mode | A3 | - | |||||||||
Side Menu HUD | A3 | |||||||||||
Tower base class | with attributes like range, coordinates and price | A3 | ||||||||||
Evaluate UI workflow of side menu | Should the user click on the same tile again to exit or click anywhere? | A3 | - | |||||||||
Damage between creep and projectile | damage sustained as a result of collision | A3 | - | |||||||||
Creep and tower placeholder art | Create shapes for tower and creep placeholders | A3 | - | |||||||||
Top Menu HUD | top menu HUD in game play | A3 | - | |||||||||
Placeholder art for Alpha demo | Placeholder art for game menus,maps, cut scenes | A3 | - | |||||||||
Tower AI | Tower AI determines when creeps are in range of projectiles | A3 | - | |||||||||
Creep base class | with attributes like health speed flying/crawling armour | A3 | ||||||||||
Tower/Cree/Projectile interaction Framework | - | A4 | Feat 14 | |||||||||
Resource management system | Create resource system to purchase and upgrade towers (money cost of towers) | A4 | Feat 21 | |||||||||
Recalculate creep paths on tower construction | Game is dynamic, creeps need to find able to change the path and move along shortest path | A4 | - | |||||||||
Campaign mode framework | level selection, level unlocking placeholder for level intro cut scene, game over screen, win screen | A4 | - | |||||||||
Implement creep spawning manager | Controller responsible for managing spawning of creeps in all modes. | A4 | - | |||||||||
Integrate tower creation/upgrade features | connect side menu HUD with game state. This means loading appropriate items into side menu HUD and responding to user selection | A4 | Feat from A3 | |||||||||
determine and implement final in-game menu options | Decide the hardware menu button | A4 | - | |||||||||
Make map panning smoother | movement stops suddently whilst panning the map | A4 | Feat 2 | |||||||||
Implement user settings | A5 | Feat 22, 21 | ||||||||||
Creep and tower spawning/creation | Create tower sprites that can be added to the game scene when provided with x and y tile coordinates. Create a portal that spawns creep sprites regularly. | A5 | Feat from A3 | |||||||||
Ensure Completion of tower types | A5 | Feat 9 | ||||||||||
Implementing wormholes | Temporary enemy spawns during game play | A5 | - | |||||||||
Global spell implementation | implement unique spells for gameplay | A5 | - | |||||||||
Implement enhance tile abilities | There should be speciall tiles such as river, volcano that affects creeps | B1 | - | |||||||||
App icon | app icon on android phone | B2 | - | |||||||||
Polished menus | Shipable menus | B2 | Feat 8,10,13,22,23 | |||||||||
Collision particle effects | Effect for collision | B2 | Feat 2,11 | |||||||||
Campaign scoring system | Implement scoring system for campaign mode | B3 | all Alpha tasks | |||||||||
Vibration on creep breach | B4 | - | ||||||||||
Survivor mode highscores | B4 | - | ||||||||||
Level 1 Intro/Cutscene | B5 | - | ||||||||||
Level 2 Intro/Cutscene | B5 | Feat 36 | ||||||||||
Level 3 Intro/Cutscene | B5 | Feat 37 | ||||||||||
Level 4 Intro/Cutscene | B5 | Feat 38 | ||||||||||
Level 5 Intro/Cutscene | B5 | Feat 39 | ||||||||||
Saving and Loading highscores | User is able to keep record of high scores | B5 | Feat 36 | |||||||||
Edit game trailer | B5 | Feat 41, 51 | ||||||||||
Prepare trailer assets | B5 | All | ||||||||||
Design spec updates | Updating design specs | Ongoing | - | |||||||||
- | ||||||||||||
- | ||||||||||||
- | ||||||||||||
Weekly milestone summary
The following is a mimic Kanban board for our weekly milestone.
A1 (Feb 4-6):
A1 | What is assigned | Tasks still implementing | Tasks completed | Blocking issues |
Brandon | Set up ANDEngine environment and GitHub | - | Set up ANDEngine environment and GitHub | - |
Sam | Set up ANDEngine environment and GitHub | - | Set up ANDEngine environment and GitHub | - |
Carmine | Set up ANDEngine environment and GitHub | - | Set up ANDEngine environment and GitHub | - |
Kevin | Set up ANDEngine environment and GitHub | - | Set up ANDEngine environment and GitHub | - |
Aaron | Set up ANDEngine environment and GitHub | - | Set up ANDEngine environment and GitHub | - |
A2 (Feb 7 - 13):
A2 | What is assigned | Tasks still implementing | Tasks completed | Blocking issues |
Brandon | Develop Game API needed for game | Develop Game API needed for game | - | Android Emulator does not support GLES(open GL) 3 which ANDEngine uses |
Sam | Start Menu | - | Start Menu | - |
Carmine | Develop Game API needed for game | - | Develop Game API needed for game | - |
Kevin | Develop Game API needed for game | - | Develop Game API needed for game | - |
Aaron | Develop Game API needed for game | - | Develop Game API needed for game | - |
A3 (Feb 13-20):
A3 | What is assigned | Tasks still implementing | Tasks completed | Blocking issues |
Brandon | Tower AI, placeholder art, finding music list and game instructions | - | Tower AI, placeholder art, finding music list and game instructions | - |
Sam | Top Menu HUD | - | Top Menu HUD | - |
Carmine | Tower and Creep base class | - | Tower and Creep base class | - |
Kevin | Project Collision | - | Project Collision | - |
Aaron | A* shortest path | - | A* shortest path | - |
A4 (Feb 21-27):
What is assigned | Tasks still implementing | Tasks completed | Blocking issues | |
Brandon | cutscene placeholder, hardware menu implementation, progress update | - | cutscene placeholder, hardware menu implementation, progress update | - |
Sam | ||||
Carmine | Creep/Tower/Creep Controller class. Resource management | |||
Kevin | ||||
Aaron | Creep algorithm integration | Creep algorithm integration | ||
Rob | Side HUD and tower creation/ resource integration | Side HUD and tower creation/ resource integration |
A5(Feb 28 - Mar 2):
What is assigned | Tasks still implementing | Tasks completed | Blocking issues | |
Brandon | Flying Creep Implementation, Update Design Specs, TextureManger implementation | - | Flying Creep Implementation, Update Design Specs | - |
Sam | HighScore Implementation, introduction popup | HighScore Implementation, introduction popup | ||
Carmine | modified side menu HUD | modified side menu HUD | ||
Kevin | Sound List discussion, time freeze global spell, bug fixes | Sound List discussion, time freeze global spell, bug fixes | ||
Aaron | Implementing A* path, bug fixes | Implementing A* path, bug fixes | ||
Rob | Implementing A* path, bug fixes | Implementing A* path, bug fixes |
Code freeze
B2(Mar 6-12):
What is assigned | Tasks still implementing | Tasks completed | |
Brandon | Special tile implementation, code bug fixes | - | Special tile implementation, code review |
Sam | Campaign mode implementing 1 | Campaign mode implementing 1 | |
Carmine | Chronite/drop matter implementation | Chronite/drop matter implementation | |
Kevin | Implementing spells | Implementing spells | |
Aaron | bug fixing, code reviewing, map design | bug fixing, code reviewing, map design | |
Rob | sideMenuHUD | sideMenuHUD |
B3(Mar 13-19):
What is assigned | Tasks still implementing | Tasks completed | Blocking issues | |
Brandon | finalize design doc | - | Special tile implementation, code review | - |
Sam | Implemented campaign mode and revised the design specifications document | Implemented campaign mode and revised the design specifications document | ||
Carmine | Code review and research | Code review and research | ||
Kevin | bug fixing, testing, making art, implementing spells | bug fixing, testing, making art, implementing spells | ||
Aaron | bug fixing, code reviewing, map design | bug fixing, code reviewing, map design |
B4(Mar 20-26):
| | What is assigned | Tasks still implementing | Tasks completed | Blocking issues |
| Brandon | Map creation logic. Special Tile Reimplementaiton, | - | Map creation logic. Special Tile Reimplementaiton | - |
| Sam | Campaign mode framework | | Campaign mode framework | |
| Carmine | Creep Sprites | | Creep Sprites | |
| Kevin | Tower Sprites, customized buttons | | Tower Sprites, customized buttons | |
| Aaron | Map design | | Map design | |
| Rob | sideMenuHUD | | sideMenuHUD | |
B5(Mar 26-30);
| | What is assigned | Tasks still implementing | Tasks completed |
| Brandon | Load Balancing and bug fixes | - | Load Balancing and bug fixes |
| Sam | Load Balancing and bug fixes | | Load Balancing and bug fixes |
| Carmine | Load Balancing and bug fixes | | Load Balancing and bug fixes |
| Kevin | Load Balancing and bug fixes | | Load Balancing and bug fixes |
| Aaron | Load Balancing and bug fixes | | Load Balancing and bug fixes |
| Rob | Load Balancing and bug fixes | | Load Balancing and bug fixes |