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real-time 3dVertigo PSX Plan 
Schedule of Milestones   

The schedule of milestones describes the deliverables made to Williams. Milestones descriptions follow this format:   

Milestone #2: Final Design Document and Final   

Technical Design Document   

Delivery Date: 10/15/96   

(NOTE: delivery dates shown in this schedule are for the PlayStation platform - PC milestones follow these dates by two weeks)  

Deliverables:  

    • design document with final milestone schedule
    • configuration cross-platform development tools
    • evaluation of motion capture playback
    • evaluation of real-time sound effects processing
Verification Procedure:  
    • approval of complete technical specification document
Risks:  
    • inability to collect all technical information
Contingency plan:  
    • limit the scope of data collected
   

Milestone #1: Agreement Execution  

Delivery Date: 10/4/96  

Deliverables:  

    • signed agreement
Verification Procedure:  
    • n / a
Risks:  
    • n / a
Contingency plan:  
    • n / a
   

   

Milestone #2: Final Design Document and Final Technical Design Document  

Delivery Date: 10/15/96  

Deliverables:  

    • design document with final milestone schedule
    • configuration cross-platform development tools
    • evaluation of motion capture playback
    • evaluation of real-time sound effects processing
Verification Procedure:  
    • approval of complete technical specification document
Risks:  
    • inability to collect all technical information
Contingency plan:  
    • limit the scope of data collected
   

   

Milestone #3: Basic World Simulation  

Delivery Date: 11/15/96  

Deliverables:  

Code:
    • functional executable with basic world objects and physics
    • floating camera moves about in 3D environment
    • collision detection between objects
    • loader for textured meshes
    • simple motion capture playback
Graphics:
    • arena designs
    • object plans and asset list
    • character design
    • design for world-editing components
Audio:
    • preliminary sound effects
Verification Procedure:  
    • executable launches cleanly
    • move camera throughout world via controller and collide with objects
    • load different meshes and different textures
    • view human form in motion
Risks:  
    • PlayStation development environment is not available by 10/16/96.
Contingency plan:  
    • Milestone deadline extended to allow sufficient time on an actual PlayStation development environment.
   

   

Milestone #4: World Editor  

Delivery Date: 12/15/96  

Code:
    • running editor on PC for placing objects in world
    • editor can scale objects
    • editor can translate objects
    • editor can rotate objects
    • editor can apply textures to objects
    • editor can apply behaviors to objects
    • editor output can be loaded into the PlayStation
Graphics:
    • functional meshes with textures
    • character mock-up
    • preliminary editor components
Audio:
    • sound asset list
Verification Procedure:  
    • launch editor
    • place and delete objects in world
    • scale objects, objects, move objects, rotate objects
    • apply behaviors to objects
    • load world info into PlayStation. NOTE: This requires using the Sony CD Emulator and/or CD building tools.
Risks:  
    • Verification could be hampered by the process of moving editor data from the PC to PlayStation development environment.
Contingency plan:  
    • Editor data will be moved from output files to PlayStation by Alysis developers.
    • Editor can be made primarily a viewing tool for artists rather than a world-building tool.
   

Milestone #5: First Complete Arena  

Delivery Date: 1/15/97  

Code:
    • primitive playable game arena, including objects, scoring, sound, music
Graphics:
    • skateboard park meshes and textures
    • vert ramp
    • blocks
    • rails
    • stairs
    • finished characters for all tribes
Audio: Verification Procedure:  
    • play test completed arena
    • scale objects
    • test features of world simulation within editor
    • test motion capture playback within game
Risks:  
    • nominal
Contingency plan:  
    • n / a
   

   

   

Milestone #6: Game Flow  

Delivery Date: 2/15/97  

Deliverables:  

Code:
    • level loader
    • menus
    • integration of tournament mode and challenge mode
Graphics:
    • all meshes for asset list complete
    • mock-up of all arenas viewable in editor
Audio:
    • captured and edited sound effects for all levels
Verification Procedure:  
    • step through menu hierarchy
    • view game as finished product; it can be left with an unsophisticated user
    • switch between game modes
    • set options
    • play game modes
Risks:  
    • nominal
Contingency plan:  
    • n / a
   

   

Milestone #7: Game Complete with Two Arenas  

Delivery Date: 3/15/97  

Deliverables:  

Code:
    • fully functional game with two arenas
Graphics:
    • finished characters
    • all artwork for Storm Drain arena
    • pipes
    • curves
    • channels
    • manholes
    • grates
    • rats
    • valves
Audio:
    • polished sound effects for both arenas
Verification Procedure:  
    • play test completed arenas
    • step through transitions between arenas
    • check transitions between arenas
    • test scoring
Risks:  
    • nominal
Contingency plan:  
    • n / a
Milestone #8: Final Motion Capture and Non-Player-Character Behavior  

Delivery Date: 4/15/97  

Deliverables:  

Code:
    • fully animated player with all moves realized
    • fully animated non-player characters
    • player controls motion capture playback
    • tribe behaviors
Graphics:
    • complete animated characters
Audio:
    • sound track
Verification Procedure:  
    • step through all moves in design document
    • play test utilizing non-player characters
    • test for interactivity; avatar is responsive through motion capture playback
Risks:  
    • genetic programming system for non-player characters proves to be too unwieldy
Contingency plan:  
    • hand code player AI
   

   

   

Milestone #9: Third Completed Arena  

Delivery Date: 5/15/97  

Deliverables:  

Code:
    • playable third game arena, including objects, scoring, sound, music
Graphics:
    • city park arena
    • fountain
    • wall sculptures
    • slide
    • benches
    • stairs
    • rails
    • refined character animations
Audio: Verification Procedure:  
    • play test completed arena
Risks:  
    • nominal
Contingency plan:  
    • n / a
   

Milestone #10: Fourth Completed Arena  

Delivery Date: 6/15/97  

Deliverables:  

Code:
    • playable fourth game arena, including objects, scoring, sound, music
Graphics:
    • construction site arena
    • pipes
    • barrels
    • I-beams
    • truck
    • blocks
    • walls
Audio: Verification Procedure:  
    • play test completed arena
Risks:  
    • nominal
Contingency plan:  
    • n / a
   

   

Milestone #11: Alpha (Complete Definition Provided by Williams 10/96)  

Delivery Date: 8/15/97  

Deliverables:  

Code:
    • fully functional game with all arenas, ready for in-house testing
    • complete realization of design document
Graphics:
    • city streets arena
    • sidewalks
    • storefronts
    • loading ramps
    • driveways
Audio: Verification Procedure:  
    • play test complete game
Risks:  
    • nominal
Contingency plan:  
    • n / a
   

   

Milestone #12: Beta (Complete Definition Provided by Williams 10/96)  

Delivery Date: 9/15/97  

Deliverables:  

    • revision of complete game, with fixes based on in-house testing
Verification Procedure:  
    • play test complete game
Risks:  
    • nominal
Contingency plan:  
    • n / a
   

   

Milestone #13: Master Disk  

Delivery Date: 10/15/97  

Deliverables:  

    • final version of complete game, with fixes based on all play testing
Verification Procedure:  
    • play test complete game
Risks:  
    • nominal
Contingency plan:  
    • n / a
Milestone Delivery and Advance Payment Chart
Win95
PlayStation
# Title
$K
Date
$K
Date
1 Initial Agreement
80
10 / 4 / 96
52.5
10 / 4 / 96
2 Final Design & TDD
40
10 / 1 / 96
26.25
10 / 15 / 96
3 Basic World Simulation
60
11 / 1 / 96
37.5
11 / 15 / 96
4 World Editor
60
12 / 1 / 96
40
12 / 15 / 96
5 First Complete Arena
60
1 / 1 / 97
40
1 / 15 / 97
6 Game Flow
60
2 / 1 / 97
40
2 / 15 / 97
7 Two Arenas
60
3 / 1 / 97
40
3 / 15 / 97
8 Final Motion Capture
60
4 / 1 / 97
40
4 / 15 / 97
9 Third Arena
60
5 / 1 / 97
40
5 / 15 / 97
10 Fourth Arena
60
6 / 1 / 97
40
6 / 15 / 97
11 Alpha
65
8 / 1 / 97
41.25
8 / 15 / 97
12 Beta
65
9 / 1 / 97
42.5
9 / 15 / 97
13 Master Disk
70
10 / 1 / 97
45
10 / 15 / 97
Total
800
525