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Technical-Scope.md
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THIS IS JUST A ROUGH COPY-PASTE FROM THE GOOGLEDOCS DRAFT, WE NEED TO CLEAN THIS UP.
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OVERVIEW
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This section provides a more detailed technical scope for each phase of the project, always referencing
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the business scope and executive summary as a guideline. All parameters within this document should
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be in line with business scope. This document does not provide all of the low-level detail necessary for
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completion which is found in the Technical Specification Documents (TSD).
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PROJECT BACKGROUND AND DESCRIPTION
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This project came about because of multiple client requests over the decades to provide an ERPG solo and multiplayer
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experience similar to the TRPG experience. This was further developed when Hawke worked with some specific clients
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but was set aside when the client was incapacitated by a brain injury. The demand, however, for ERPGs that can be
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tweaked to meet specific measurable goals for different populations to achieve their recreational, entertainment,
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educational, professional, and therapeutic needs.
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PROJECT SCOPE
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The triangle of resources between time, quality, and expenses (man hours and other costs). While this project does not
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have a set timeline, we do want to use project best practices to try to keep the momentum going.
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Regarding quality, we are concerned about functional quality but not so much aesthetic quality. The user interface,
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animation, and graphics don’t need to be high end, just functional enough to meet the goals. We do want code quality to
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be high: bug-free, well-tested, stable, not a resource hog, and cross-platform with easy to maintain code.
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Regarding time, though no set timeline, we will set regular monthly goals to strive for and periodic roadmap milestones.
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Regarding manpower and finances, this is a volunteer-based project. We may open it up to the general public under open
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source licensing for additional help. We may be using someone else’s open source framework if we can find one that
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matches. We currently have about half a dozen people on staff interested in helping with the development and testing,
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which will be listing in the project management documents and updated by the PM monthly. The current project director is
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Valerie Krepel with guidance from Hawke Robinson.
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PHASE 1: NWN MOD1
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HIGH-LEVEL REQUIREMENTS
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● Using the Aurora toolset, create a module that on average lasts a minimum of 30 minutes of adventure,
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maximum of 90 minutes for non-adaptive populations.
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● Emphasizes socializing and problem-solving over combat over solution to the adventure.
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● Supports both solo and multiplayer.
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● Supports perpetual server-hosting.
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● Spacing out of intelligent NPCs so that DM can use DM client to interact with players in real time (try to avoid
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more than one NPC in an area to facilitate this).
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● Make sure we are careful about accessibility and inclusiveness to the best of our abilities within the Aurora
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toolset and NWN platform constraints. (Reference accessibility on RPG website)
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2
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● First level adventure.
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● Start primarily in English language, but if possible to leave hooks open for other languages, do.
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● Target Audience: Ages 5 to 105+
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● Purely for recreational goals, not educational, professional, or therapeutic for this module.
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● Participant satisfaction scale goal: 7 or higher.
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● Try to rely on as few additional third party libraries or resources as possible. Try to use as close to the original
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toolset as possible for maximum compatibility.
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● Design in a modular fashion so we can slowly add and extend to it over time. It can be played in its earlier
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stages and will continue to extend.
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● Set creatures that normally might be hostile to lowest hostility level possible.
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DELIVERABLES
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● One Aurora toolset-built Neverwinter Nights module that provides a minimum of 30 minutes regular speed play,
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maximum 90 minutes.
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● Compatible with Neverwinter Nights Enhanced Edition and all the platforms supported therein.
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● Family-friendly content
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● The module content we will not release publicly for safety reasons until we are sure it is appropriate to do so, if
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ever
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● Include a simple demo for general public testing
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AFFECTED PARTIES
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ERPG Dev Team
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NWN Trainees
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AFFECTED BUSINESS PROCESSES OR SYSTEMS
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RPG Research ERPG Division
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SPECIFIC EXCLUSIONS FROM SCOPE
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ERPG Dev Team
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NWN trainees and Game Masters
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IMPLEMENTATION PLAN
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● One copy NWN full bundle for PM to install. Create RPG Research account for this. Will use RPG Research
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funds. - Done
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● Server to host module that is publicly accessible but access controlled, find out if NWN 1.69 linux dedicated
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server is compatible with NWN:EE clients or not.
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● Create high-level story, plot, and character design, then in Twine create the branching story logic
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● Design docs about what locations and features we want to use before we create it broken into modular pieces
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so we can assign different squares to different developers
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● Aurora Toolset for all relevant developers
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● Internet access
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● Bi-weekly check-in meetings as coordinated by PM
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● Post volunteer job position on website and Indeed for PM that reports to Project Director
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● List of people who signed up to be part of this project and their roles and committed hours per week that they
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have offered
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3
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● Shared hosted PM software - Hawke and Niklas
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● Central repository for documentation - Hawke / Niklas
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● Set up GitHub project specific account, may need project specific email - Hawke / Niklas
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● Create technical specifications document: wikified?
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PHASE 2: ILMAR
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HIGH-LEVEL REQUIREMENTS
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● Use Twine for branching development http://twinery.org/
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● Evaluate what tools to be used: dev platform framework, server
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● Internet/LAN accessible
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● Ability for player to host game on own computer
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● Open source text-based framework
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● Create a module that on average lasts a minimum of 30 minutes of adventure, maximum of 90 minutes for non-
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adaptive populations.
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● Emphasizes socializing and problem-solving over combat over solution to the adventure.
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● Supports both solo and multiplayer.
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● Supports perpetual server-hosting.
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● Make sure we are careful about accessibility and inclusiveness to the best of our abilities.
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● First level adventure.
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● Start primarily in English language, but if possible to leave hooks open for other languages, do.
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● Target Audience: Ages 5 to 105+
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● Targeting educational and therapeutic goals
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● Participant satisfaction scale goal: 7 or higher.
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● Try to rely on as few additional third party libraries or resources as possible.
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● Design in a modular fashion so we can slowly add and extend to it over time. It can be played in its earlier
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stages and will continue to extend.
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● For this project, there is no going back in terms of player selections: once a choice is made it cannot be undone.
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DELIVERABLES
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● Can be played either solo or multiplayer
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● Text-based collaborative with a rudimentary action/combat system
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● 3 choice maximum per branch
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● Minimum of 30 minutes gameplay, maximum 90 minutes gameplay without disability
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● Content should be abstracted from framework (modular stories)
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● Needs scoring system to track measurable goals
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● Has actual character development option, either pre-gens or create from scratch
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● Is accessible over the internet
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● Ability to print report (web version, email report, and paper printable)
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● Real-time monitoring of players’ progress
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● Chat facility (text and voice) options
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● Very clean and simple UI
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● Recorded choice mapping (visual representation of the path taken)
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● User feedback feature
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● Allow modules to have multiple paths to success rather than only one
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● Try to onboard 10-20 developers (for an average of 6 hours a week availability)
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● Have a future feature wishlist to prevent scope creep
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● Family-friendly content
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● The module content we will not release publicly for safety reasons until we are sure it is appropriate to do so, if
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ever
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● Include a simple demo for general public testing
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4
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AFFECTED PARTIES
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ERPG Development Team
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Research Team
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AFFECTED BUSINESS PROCESSES OR SYSTEMS
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ERPG Training
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Research
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SPECIFIC EXCLUSIONS FROM SCOPE
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● For this version, don’t worry about gradients of success and failure, just about whether or not it does work.
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● Don’t worry about MMORPG features, just a small group of players
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IMPLEMENTATION PLAN
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● Create the module in Twine
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● Research text-based open source frameworks
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● Bring branches from Twine into open source framework that meets needed requirements
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● Set up PM software
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● Develop technical specifications doc(s)
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● Set up code repository
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● Release for community testing
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● Have a dedicated server running 24/7 or as much as possible
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● Host weekly check-in meetings
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● Setup Github account - Hawke
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● Setup OpenProject.org server on delldev - Niklas
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● Keep weekly update thread current on Google Groups
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● Code must be well-commented
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● Must be documentation for each part of the code (in code comments is not sufficient documentation!)
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● Take an object-oriented design approach
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● Research UML as possibility in smaller code sections
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● Use GitHub for bug-tracking
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● Design QA process and communicate it - Valerie
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● Create technical specifications document: wikified?
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PHASE 3: VAINA
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HIGH-LEVEL REQUIREMENTS
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● Open source IV+ framework
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● Create a module that on average lasts a minimum of 30 minutes of adventure, maximum of 90 minutes for non-
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adaptive populations.
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● Internet/LAN accessible
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● Ability for player to host game on own computer
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● Emphasizes socializing and problem-solving over combat over solution to the adventure.
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● Supports both solo and multiplayer.
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5
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● Supports perpetual server-hosting.
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● Make sure we are careful about accessibility and inclusiveness to the best of our abilities.
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● First level adventure.
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● Start primarily in English language, but if possible to leave hooks open for other languages, do.
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● Target Audience: Ages 5 to 105+
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● Targeting educational and therapeutic goals
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● Participant satisfaction scale goal: 7 or higher.
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● Try to rely on as few additional third party libraries or resources as possible.
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● Design in a modular fashion so we can slowly add and extend to it over time. It can be played in its earlier
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stages and will continue to extend.
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● Able to store and play upon invocation any movie clip
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● Now may have a nicer designed UI/UX
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● Needs to work on Linux, Windows, Mac, and Android (whether as a client or web-based, whichever works best)
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● For this project, there is no going back in terms of player selections: once a choice is made it cannot be undone
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DELIVERABLES
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● Have a future feature wishlist to prevent scope creep
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● Need collection of video clips that fit each option in game (need people to act out the clips, recording equipment,
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and a location)
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● Working game across platforms with the functionality of phase 2 represented in GUI
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● Basic limited access report for the players
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● Family-friendly content
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● The module content we will not release publicly for safety reasons until we are sure it is appropriate to do so, if
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ever
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● Include a simple demo for general public testing
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● Captioning for videos
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AFFECTED PARTIES
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RPG Research
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General Public
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AFFECTED BUSINESS PROCESSES OR SYSTEMS
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All ERPG Division
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SPECIFIC EXCLUSIONS FROM SCOPE
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● Be careful of FERPA, HIPPA, and other user considerations for data
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IMPLEMENTATION PLAN
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● Much of this implementation plan will depend on how Phase 2 goes and may have to be updated depending on
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what we learn
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● Create video scripts
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● Create basic storyboarding/blocking
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6
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● Record the videos
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● Edit the videos
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● Put the videos in appropriate file format and location for access
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● Create technical specifications document: wikified?
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● UI/UX/GUI design
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Research Notes (started by Hawke)
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Development Language?
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Development tools
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Supported Development Platforms (which operating system can development be done under, as opposed
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to what platform the developed code can be run on): ???
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?
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Unreal Engine https://en.wikipedia.org/wiki/Unreal_Engine
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7
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Supported Dev Platforms: ???
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Supported End-user Platforms: Microsoft Windows, macOS, Linux, SteamOS, HTML5, iOS, Android,
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Nintendo Switch, PlayStation 4, Xbox One, Magic Leap One, HTC Vive, Oculus Rift, PlayStation VR,
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Google Daydream, OSVR, Samsung Gear VR, HoloLens 2.
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Reality Support (AR, VR, etc.): Yes (see details on which)
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Development IDEs:
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Github integration: ???
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UML support:
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Unit test tools:
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LIcense: Commercial for commercial projects (source available) - SHOW STOPPER
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Applicability to our design goals:
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Pros & Cons Summary:
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libGDX - https://en.wikipedia.org/wiki/LibGDX
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Supported Dev Platforms: ???
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Supported End-user Platforms: Windows, Linux, Mac OS, Android, iOS, Blackberry, Web Browsers, &
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WebGL
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Programming language(s): Primarily Java with some C & C++ performance tweaks.
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Reality Support (AR, VR, etc.): ???
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Development IDEs:
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Github integration: ???
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UML support:
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Unit test tools:
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License: opensource Apache 2.0 - Verify this is acceptable license for our goals.
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Applicability to our design goals:
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Pros & Cons Summary:
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Dev Tool/platform:
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8
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Programming Language(s):
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Supported Development Platforms (which operating system can development be done under, as opposed
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to what platform the developed code can be run on): ???
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Unity
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Development platforms: ???
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End-user Supported Platforms: iOS,[35] Android,[35] Tizen,[36] Windows,[35] Universal Windows
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Platform,[37] Mac,[6] Linux,[38] WebGL,[34] PlayStation 4,[35] PlayStation Vita,[39] Xbox One,[6]
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3DS,[40] Oculus Rift,[35] Google Cardboard,[41] Steam VR,[42] PlayStation VR,[43] Gear VR,[34]
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Windows Mixed Reality,[44] Daydream,[45] Android TV,[46] Samsung Smart TV,[47] tvOS,[48] Nintendo
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Switch,[35] Fire OS,[46] Facebook Gameroom,[45] Apple's ARKit,[49] Google's ARCore,[50] Vuforia,[50]
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and Magic Leap.[51]:
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Programming Language: C# to C++ to JavaScript.
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License: Proprietary software (SHOWSTOPPER)
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RPG Maker MV
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Development Platforms: ???
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end-user suported platforms: PC-8801, MSX2, PC-9801, Super Famicom, Microsoft Windows, Sega
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Saturn, PlayStation, Game Boy Color, PlayStation 2, Game Boy Advance, Nintendo DS, Nintendo 3DS,
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Linux, Nintendo Switch, PlayStation 4, MacOS
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License: Commercial $80+
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9
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GoDot
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LIcense: Opensource - MIT License (does this fit our license requirements?)
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Dev Platforms supported: Windows, MacOS, LInux
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End-user platforms supported: Linux, macOS, Windows, FreeBSD[7], OpenBSD / DragonFly BSD,[8]
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Android, iOS, BlackBerry 10 and HTML5.[9] There is also Windows Runtime (WinRT) and Universal
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Windows Platform (UWP) support.[10]
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Programming language: C, C++
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Question: What Project Management Methodology are we going to use? Which supporting tools?
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Hybrid
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Agile
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Scrum
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Scrumban
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Lean
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eXtreme (XP)
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10
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Waterfall
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PRINCE2
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PMI’s PMBOK
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PERT (Program Evaluation and Review Technique)
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Adaptive Project Framework
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Kanban
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Critical path Method (CPM)
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Critical Chain (CCPM)
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Integrated (IPM)
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Rational Unified Process
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PRiSM
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Integrated Development Environments:
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Eclipse
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Netbeans
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Visual Studio
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11
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Greenfoot: https://en.wikipedia.org/wiki/Greenfoot
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