Updated Technical Scope (markdown)

RPG Research 2020-09-01 13:57:08 -07:00
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THIS IS JUST A ROUGH COPY-PASTE FROM THE GOOGLEDOCS DRAFT, WE NEED TO CLEAN THIS UP.
UPDATE 20200823
Stage 1: NWN Mod1 on NeverwinterNights Aurora Platform ESMA (electronic solo or multiplayer adventure) RPG
Stage 2: Ilmar text only branching ETSMA (electronic text-based solo / multiplayer adventure) RPG
Stage 3: Vaina (pronounced: Vah-een-ah) activated live action film or animation based on Stage 2s result, interactive video plus (IV+)
Platform that allows solo and multiplayer adventures
Built AGPL License that mandates attribution and does allow commercial use with permission.
Development tools must allow this kind of opensource use and attribution.
Tools we're using for development (this will be updated as we research and experiment):
* Github
* Godot
* Aurora Toolset
* Visual Studio Code
* Twinery 2
* Use some kind of version control (GitHub)
* Public download use
* Run on as many platforms as possible (starting with PC)
* Explicitly support Brain Computer Interface Devices
Purpose is to make accessible from the beginning, toolset that is easy to create adventures for specific targeted goals in recreation, entertainment, education, and therapy, Internal staff training and use by general public for other providers wanting to build on our work.
Phase 1
A completely working interactive NWN server-hosted multiplayer module that meets a specific checklist of goals as detailed in the technical scope
Phase 2
* Create a GUI toolset from scratch for creating these adventures. We use the Aurora Toolset for ideas, but we want this to be our own original toolset. This toolset has built-in design consideration to be compatible with BCI.
* Support multiple genres (mad-libs variable approach).
* Everything turn based.
* A complete adventure with a beginning, middle, and end.
* A text-based ERPG.
* Text-based combat system.
* Text-based action resolution system.
* We will create at least one NPC interactive solo adventure module.
* We will create at least one multiplayer interactive group adventure module.
* No PVP
* Runs cross-platform and online.
* Works for both solo and multiplayer.
* Can be hosted on a server by the player without any dependency on us to host it.
* Chat between own group, not a large public chat.
* Accessibility goals:
* BCI Support.
* Text to speech (including screen reader support).
* Color Blindness friendly mode/high contrast.
* Large font mode for Visually Impaired.
* Dyslexic friendly font (only use sans fonts). Wider kerning and font with low confusion level for dyslexia.
* Audio cues for the blind.
Toolset goals:
* Designing to be extensible and modular knowing that we will be adding features with each iteration.
* Has a reasonably intuitive graphical user interface. Doesnt have to be pretty at this stage but needs to be effective.
* Creates text based menu options, handles branching logic
* Supports multiple genres.
* Will not develop:
* Our own chat server.
* Audio or video chat (we can recommend they use Jitsi or another third party).
Phase 3
* Easy drag and drop GUI to import media and attach media to events.
* As per Phase 2 but with either activated live action video (perhaps with help from ZOE) or animations bringing Phase 2 to visual life.
* Add enhancements to toolset to add audio / video components.
* Dynamic action options created by the players.
* Accessibility goals:
* Large amounts of visual feedback for the Deaf and Hard of Hearing.
OLDER DRAFT 20190930: THIS IS JUST A ROUGH COPY-PASTE FROM THE GOOGLEDOCS DRAFT, WE NEED TO CLEAN THIS UP.
OVERVIEW
This section provides a more detailed technical scope for each phase of the project, always referencing
the business scope and executive summary as a guideline. All parameters within this document should
be in line with business scope. This document does not provide all of the low-level detail necessary for
completion which is found in the Technical Specification Documents (TSD).
PROJECT BACKGROUND AND DESCRIPTION
This project came about because of multiple client requests over the decades to provide an ERPG solo and multiplayer
experience similar to the TRPG experience. This was further developed when Hawke worked with some specific clients
but was set aside when the client was incapacitated by a brain injury. The demand, however, for ERPGs that can be
tweaked to meet specific measurable goals for different populations to achieve their recreational, entertainment,
educational, professional, and therapeutic needs.
experience similar to the TRPG experience.
This was further developed when Hawke worked with some specific clients but was set aside when the client was incapacitated by a brain injury. The demand, however, for ERPGs that can be tweaked to meet specific measurable goals for different populations to achieve their recreational, entertainment,educational, professional, and therapeutic needs.
PROJECT SCOPE
The triangle of resources between time, quality, and expenses (man hours and other costs). While this project does not
have a set timeline, we do want to use project best practices to try to keep the momentum going.
Regarding quality, we are concerned about functional quality but not so much aesthetic quality. The user interface,
animation, and graphics dont need to be high end, just functional enough to meet the goals. We do want code quality to
be high: bug-free, well-tested, stable, not a resource hog, and cross-platform with easy to maintain code.
Regarding time, though no set timeline, we will set regular monthly goals to strive for and periodic roadmap milestones.
Regarding manpower and finances, this is a volunteer-based project. We may open it up to the general public under open
source licensing for additional help. We may be using someone elses open source framework if we can find one that