Overview
Video
Screen
Shots
Design
Plan
History
Team
Development
Plan
Table
of Contents
Introduction
Editor
Graphics
Hardware
Architecture
Data
Code
Demo
Motion
Capture
Scoring
Team
Behavior
3D
Task
List
Milestones
|
|
Vertigo
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:
Verification Procedure:
Risks:
Contingency plan:
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:
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:
Contingency plan:
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:
Contingency plan:
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:
Contingency plan:
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:
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:
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:
Contingency plan:
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:
Contingency plan:
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:
Risks:
Contingency plan:
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:
Risks:
Contingency plan:
Milestone #13: Master Disk
Delivery Date: 10/15/97
Deliverables:
-
final version of complete game, with
fixes based on all play testing
Verification Procedure:
Risks:
Contingency plan:
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
|
|
|
|