19
Role Playing Game- Valiant Warrior Adaptive Project Framework Assignment #4 Andrew Messina Nikul Patel 1 Drexel University June 8, 2010 INFO 638 Software Project Management

Drexel University June 8, 2010 INFO 638 Software Project ...nip23/eport/doc/RPG-APF.pdfDrexel University June 8, 2010 INFO 638 ... Create obstacles and objects (Pits, chests, ... Info

Embed Size (px)

Citation preview

Role Playing Game- Valiant Warrior

Adaptive Project Framework

Assignment #4

Andrew Messina

Nikul Patel

1

Drexel UniversityJune 8, 2010INFO 638Software Project Management

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel

TABLE OF CONTENTSScope …………………………………………….…….………….….3

Project Overview Statement (POS) ……………..……………...…4-5

High Level WBS Retro RPG………………………..……………….6

Detailed Work Breakdown Structure…………………...………….7-10

Estimations and Durations…………………….………..………….11-15

Gantt Chart………………………………………………...……….16-18

Control Process……………………………………………...………..19

2

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel

SCOPEThroughout the years, there have been many trends in gaming and video games. Many trends come and go, but in the time that they are popular, they are very successful. One of the most recent trends in gaming is releasing new retro games. Capcom popularized this trend upon the release of Megaman 9 for the PlayStation 3. Although MegaMan 9 was released for a next generation system, the graphics and sound were the same as that of early Nintendo era. The game was very successful and sold thousands of copies. Today, may front-ends such as RPGmaker allow players to make complex 8 and 16 bit games freely. Our company plans to use traditional throwback Role Playing Game as it is a very popular type of game and we plan on increasing sales with this type of game. We will call this game Valiant Warrior and it will have an educational, fantasy, save-the-world-from-bad-guys, global thermonuclear warfare theme. The objective is to save your country which has been enslaved almost entirely by an evil king. As a resistance fighter, you have to assemble a team of skilled fighters and level-them-up while training them. You must also collect materials to build vehicles and weapons to fight back again the evil forces. In doing this the player will progress through dungeons with randomly encountered monsters and fight powerful bosses along the way, all in traditional 16 bit style and music. The intended audience is gamers in the early 20’s to late 30’s as they would follow the rules and concepts the best. The intended audiences for our game are those who grew up with this type of ‘Old-School’ Role Playing Game. This is a way to relive the type of game from past time. This game will be available for all age groups as it will increase sales and popularity of the game since it is based on traditional RPGs such as Final Fantasy (NES).The game will be first developed in a freeware program such as RPGmaker. This program allows users to create their own RPG’s and the sprites, models, and graphics used in the program are generally all 16 bit super Nintendo sprites. The game could possibly be iterated into java platforms or as DLC for Playstation 3 and Xbox 360. The game is a single player game and will not have multi-player capabilities while being played locally, it will not have any network capabilities either. This game will be simple to install and run on a computer without the hassle of internet. As internet can crash at anytime, this will allow the user to play a game without disturbance of any sort. The game will be distributed as DLC on consoles or as a pay-download on PC. The game will have the ability to add more features and will start in RPGmaker while having several betas to fix bugs and detect glitches. We will then have an open beta to further detect problems.

3

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel

PROJECT OVERVIEW STATEMENT (POS)Project Overview Statement Project Name

Valiant WarriorProject Number2010-02

Project Manager Nikul Patel Andrew Messina

Problem/OpportunityA & N company was suffering from loss of profits as their new games were very similar to different gaming companies as the market for gaming has increased. With an increase in gamers of about 15%, the market for gaming is increasing rapidly. The company faces lose in profit due to:

1. Similar gaming companies have similar games 2. The company does not currently have a game that does not require internet usage 3. The company does not have a game that is unique and ancient 4. Our gaming ideas were too modernized as every other company in the market.GoalA traditionally unique and ancient Role Playing Game will be developed in order to help increase sales and generate a game that current gamers will respect and enjoy. This new game will be capable of operating with internet access. ObjectivesThe new Role playing game will increase single player awareness while allowing gamers to enjoy a game full of adventure and excitement.

Main objectives:

1. Design Design and Develop a single player Role Playing Game Develop a storyline 2. Implement Implement a system that will allow the user to battle the computer Ensure the game is compatible with the latest hardware on computers Provide the user with a game that does not require internet access 3. Visual Develop the graphical interface Determine music and sound effects 4. Test Ensure the game works well without glitches Ensure the game is beatableSuccess Criteria. The following will help us determine that the system is a success

1. 30,000 users will be needed within 6 months 2. Users revert to this RPG vs. other RPG's in the market 3. The ending credits are viewable once the game has been completed. 4. A large age group develops an interest in the game

4

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel

5. Positive reviews are posted on the company websiteAssumptions, Risks, Obstacles

1. At least 60% of current gamers will get addicted to this game.2. The lack of a multi-player option might cause families with more than one child to divert

from this game3. Must ensure the game is free of all copyright violations4. Gamers may not purchase the game as it is a single player game. 5. All gaming laws and regulations must be complied with.6. Some gamers might not like the ancient look of the game

Prepared byNikul Patel Andrew Messina

DateMay 23, 2010

Approved byG. McHardy

DateApril 18, 2010

5

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel

WORK BREAKDOWN STRUCTURE (WBS)

High Level WBS Retro RPG

6

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel

Detailed Work Breakdown Structure (WBS) for the ProjectDefine Version Scope-

1.1Requirements for Game and Clients1.2 Produce Project Planning and Analyze1.3Produce a POS (Project Overview Statement)1.4Produce High Level WBS and detailed WBS1.5Create Cycles 1.6Prioritize project requirements1.7Produce project schedule

Cycle 1 – Project Planning and Start-up

1. Project Management1.1. Gather Requirements for Client1.2. Interview Programmers 1.3 Interview Managers 1.4 Select Project Staff1.5. Develop System Requirements1.6. Develop System Interfaces1.7. Conduct System Requirements Review with Stakeholders

2. Planning Cost Time and other Constraints2.1. Produce project overview Statement

2.2. Produce work breakdown schedule

2.3. Perform Financial Analysis

2.4. Identify Technology Direction

3. Planning Meetings

3.1. Develop a schedule for board meetings

3.2. Evaluate Alternative Communication Methods

3.3. Develop a meeting plan

3.4. Plan stakeholder meetings

4. Administration Planning

4.1. Identify managerial direction

4.2. Delegate managerial responsibility

Cycle 2 – Project Analysis and Documentation

1. Conduct a Requirements Specification1.1. Hardware

1.1.1. Development Hardware Requirements Analysis for game1.1.2. Purchase Hardware1.1.3. Hardware Requirements and Performance Validation

7

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel1.2. Software Development

1.2.1. Evaluate gaming engine

1.2.2. Evaluate coding method (Will be write this from scratch or Select a front-end program for development?)

2. Conduct a System Requirements Analysis

2.1. Hardware

2.1.1. Hardware Requirements Analysis for 3d Programming

2.1.2. Purchase Hardware

2.1.3. Hardware Requirements and Performance Validation

2.1.4. Analyze 3D hardware requirements (Most Likely None since the game is a retro game)

2.2. Software Development

2.2.1. Analyze Software Requirements

2.2.2. Analyze Hard Drive Space Requirement

2.2.3. Analyze OS requirements (Will this run on PC, Mac OS/X, Linux, ect)

2.2.4 Analyze Coding (If we hand code this project, will this project be developed in C, BASIC (To go with the retro theme), JAVA)

3. Plan User Documentation 3.1 Select Document Format (How will this display in browsers) 3.1. Perform Legal Analysis

3.1.2. Input basic legal information (Seizure warnings, product license information, ect)

4. Materials Analysis4.1. Software

4.1.2. Select Software Architecture and Interfaces

4.1.3. Perform Materials Analysis

4.1.4. Purchase necessary development software

4.2. Hardware

4.2.1. Create Physical Development Environment (Networked PCs, specifications for the PCs)

4.2.2. Purchase Hardware

4.2.3. Purchase Network Server

4.2.4. Perform Hardware performance Evaluation

8

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel

Cycle 3 - Storyline and Characters

1. Storyline and Characters

1.1. Determine The goal and objective of the game

1.2. Develop The Story

1.2.1 Select the Location and setting

1.2.2 Create a Timeline of Story events

1.2.3 Create several generic NPC characters (Supporting cast)

1.2.4 Create the playable characters and personalities (Main actors)

1.2.5 Integrate many retro gaming clichés into story for humor

1.3 Develop character dialogue

1.4 Develop monster dialogue

Cycle 4 - Environments

1.1. Develop the Towns and Dungeons

1.2. Select the palette and sprite types (Super Nintendo Style, NES style)

1.3. Create obstacles and objects (Pits, chests, environment objects, et)1.4 Create a Retro-Style World Map

Cycle 5- Game-play and interaction1.1. Create a Retro-style Turn Based Battle System

1.2. Create Random Encounters with Monsters

1.2.1 Determine the random encounter rate

1.2.2 Evaluate the difficulty curve of Randomly Encountered Monsters as the game progresses

1.2.3 Evaluate the difficulty of Random Encounters vs. Boss battles

1.3 Create Boss battles

1.4 Create a game Save system (Checkpoints, auto saving, save states, or save points)

1.5. Evaluate and Plan character development (How will the characters skills increase and how will he get stronger [Level-up])

1.6. Evaluate Character Interaction

1.6.1 Select keys for interaction

1.6.2 Evaluate interaction style (Keyboard only, keyboard and mouse, usb controller)

Cycle 6 - Additional Content1.1. Evaluate the possibility of purchasable add-on-content (DLC)

9

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel 1.2. Create a dungeon editor for user-created custom scenarios

Cycle 7 – Integration and Testing

1. Beta Release

1.1. Developer Testing

1.1.1. Make stable game and perform in-house testing

1.1.2. Finalize a stable open-beta release

1.1.3. Select a target market for the Beta and release Beta Keys

1.2. Public Beta

1.2.1. Release the video game to select players in the target market

1.2.2. Record testing Results

1.2.3. Record User Submitted bug reports

1.2.4. Analyze beta user comments and game-play suggestions

2. Apply Bug Fixes

2.1. Analyze and apply user submitted bug fixes / Glitches

2.2. Perform more thorough testing and game-play fixes / tweaks

2.3 Remove / Add Features in accordance to reception of potential customers (Beta users)

3. Prepare For Release

3.1. Prepare a finalized product

3.2. Select distribution format (Downloadable, or purchased)

3.3. Select distribution method

3.4. Select game protection / security tool

4. Finalize User Documentation

4.1. Verify legal information stated in manual and relevant warnings

4.2. Apply a change log to track changes in updates

4.3. Add Graphics and Basic Plot Summary to Manual

4.4. Add game play description and controls

4.5. Add installation instructions

4.6. Release Finalized Documentation

Post Version Review -1.1 Stable Public Release

1.2 Game Patches

10

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel

TASK ESTIMATIONS AND DURATIONS

Cycle 1 – Project Planning and Start-upAndrew

Nikul

Average Estimate

1. Project Management Task Effort Estimate in Hours

1.1. Gather Requirements for Client 12 24 18

1.2. Interview Programmers 8 12 10

1.3 Interview Managers 8 12 10

1.4 Select Project Staff 3 8 5.5

1.5. Develop System Requirements 8 16 12

1.6. Develop System Interfaces 8 20 141.7. Conduct System Requirements Review with

Stakeholders 2 8 5

2. Planning Cost Time and other Constraints

2.1. Produce project overview Statement 3 3 3

2.2. Produce work breakdown schedule 3 8 5.5

2.3. Perform Financial Analysis 12 20 16

2.4. Identify Technology Direction 12 15 13.5

3. Planning Meetings

3.1. Develop a schedule for board meetings 4 3 3.5

3.2. Evaluate Alternative Communication Methods 2 3 2.5

3.3. Develop a meeting plan 4 4 4

3.4. Plan stakeholder meetings 3 4 3.5

4. Administration Planning

4.1. Identify managerial direction 2 5 3.5

11

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel

4.2. Delegate managerial responsibility 3 4 3.5

Cycle 2 – Project Analysis and Documentation

1. Conduct a Requirements Specification

1.1. Hardware 1.1.1. Development Hardware

Requirements Analysis for game 7 10 8.5

1.1.2. Purchase Hardware 7 10 8.51.1.3. Hardware Requirements and

Performance Validation 7 12 9.5

1.2. Software Development

1.2.1. Evaluate gaming engine 10 20 151.2.2. Evaluate coding method (Will be

write this from scratch or Select a front-end program for development?) 10 20 15

2. Conduct a System Requirements Analysis

2.1. Hardware 2.1.1. Hardware Requirements Analysis

for 3d Programming 4 10 7

2.1.2. Purchase Hardware 6 10 82.1.3. Hardware Requirements and

Performance Validation 6 15 10.5

2.1.4. Analyze 3D hardware requirements (Most Likely None since the game is a retro game) 4 5 4.5

2.2. Software Development

2.2.1. Analyze Software Requirements 5 8 6.52.2.2. Analyze Hard Drive Space

Requirement 4 8 6

2.2.3. Analyze OS requirements (Will this run on PC, Mac OS/X, Linux, ect) 4 8 6

2.2.4 Analyze Coding (If we hand code this project, will this project be developed in C, BASIC (To go with the retro theme), JAVA) 7 8 7.5

3. Plan User Documentation 3.1Select Document Format (How will this display in browsers) 4 6 5

3.1. Perform Legal Analysis

3.1.2. Input basic legal information (Seizure warnings, product license information, ect) 14 24 19

4. Materials Analysis

4.1. Software 4.1.2. Select Software Architecture and 4 8 6

12

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel

Interfaces4.1.3. Perform Materials Analysis 10 12 114.1.4. Purchase necessary development

software 10 16 13

4.2. Hardware

4.2.1. Create Physical Development Environment (Networked PCs, specifications for the PCs) 40 56 48

4.2.2. Purchase Hardware 6 16 11

4.2.3. Purchase Network Server 7 10 8.54.2.4. Perform Hardware performance

Evaluation 7 12 9.5

Cycle 3 Storyline and Characters 25 12.5

1. Storyline and Characters

1.1. Determine The goal and objective of the game 4 24 14

1.2. Develop The Story 40 58 49

1.2.1 Select the Location and setting 12 16 14

1.2.2 Create a Timeline of Story events 10 10 101.2.3 Create several generic NPC characters

(Supporting cast) 12 12 121.2.4 Create the playable characters and

personalities (Main actors) 10 24 171.2.5 Integrate many retro gaming clichés into story

for humor 8 8 8

1.3 Develop character dialogue 80 80 80

1.4 Develop monster dialogue 80 80 80

Cycle 4 - Environments

1.1. Develop the Towns and Dungeons 80 80 801.3. Create obstacles and objects (Pits, chests,

environment objects, et) 40 40 40

1.4 Create a Retro-Style World Map 12 12 12

Cycle 5 Game-play and interaction

1.1. Create a Retro-style Turn Based Battle System 12 12 12

1.2. Create Random Encounters with Monsters 5 10 7.5

1.2.1 Determine the random encounter rate 5 8 6.5

1.2.2 Evaluate the difficulty curve of Randomly Encountered Monsters as the game progresses 8 8 8

1.2.3 Evaluate the difficulty of Random Encounters vs. Boss battles 8 8 8

1.3 Create Boss battles 20 40 30

13

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel

1.4 Create a game Save system (Checkpoints, auto saving, save states, or save points) 8 6 7

1.5. Evaluate and Plan character development (How will the characters skills increase and how will he get stronger [Level-up]) 15 12 13.5

1.6. Evaluate Character Interaction 8 8 8

1.6.1 Select keys for interaction 5 4 4.5

1.6.2 Evaluate interaction style (Keyboard only, keyboard and mouse, usb controller) 4 4 4

Cycle 6 Additional Content 1.1. Evaluate the possibility of purchasable add-on-content (DLC) 14 12 13 1.2. Create a dungeon editor for user-created custom scenarios 40 40 40

Cycle 7 – Integration and Testing

1. Beta Release

1.1. Developer Testing 1.1.1. Make stable game and perform in-

house testing 80 80 80

1.1.2. Finalize a stable open-beta release 40 40 401.1.3. Select a target market for the Beta

and release Beta Keys 8 16 12

1.2. Public Beta

1.2.1. Release the video game to select players in the target market 120 128 124

1.2.2. Record testing Results 16 24 201.2.3. Record User Submitted bug

reports 8 8 81.2.4. Analyze beta user comments and

game-play suggestions 5 5 5

2. Apply Bug Fixes 2.1. Analyze and apply user submitted bug fixes /

Glitches 40 40 402.2. Perform more thorough testing and game-play

fixes / tweaks 40 40 402.3 Remove / Add Features in accordance to

reception of potential customers (Beta users) 20 16 18

3. Prepare For Release

3.1. Prepare a finalized product 12 10 113.2. Select distribution format (Downloadable, or

purchased) 5 8 6.5

14

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel

3.3. Select distribution method 5 8 6.5

3.4. Select game protection / security tool 12 12 12

4. Finalize User Documentation 4.1. Verify legal information stated in manual and

relevant warnings 12 10 11

4.2. Apply a change log to track changes in updates 4 8 64.3. Add Graphics and Basic Plot Summary to

Manual 4 8 6

4.4. Add game play description and controls 5 8 6.5

4.5. Add installation instructions 3 4 3.5

4.6. Release Finalized Documentation 3 4 3.5

Post Version Review -

1.1 Stable Public Release

1.2 Game Patches

15

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel

GANTT CHART (also attached)

16

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel

17

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel

18

Adaptive Project Framework

Info 638- Software Project Management

Andrew Messina- Nikul Patel

CHANGE CONTROL PROCESSThe A&N Gaming Company is aware that their scope for the project may change through the design and implementation process. Requirements may vary according to changes made in the design, when this occurs the team must have a plan and process ready to accommodate for these changes around the many different phases to co-exist. Our company follows certain steps while describing change control. Steps and Narrative:

1. Record and characterize change requests with change request forms1a. Describe reasons for change2. Controller (in charge of configuration management) will collect the reports2a. Store and re-categorize reports 2b. Pass to reviewer or investigator3. Investigator will review reports and record all finds and errors3b.Incomplete reports will be exempt until fixed3b.Complete reports will be reviewed and sent to the team according to the type of change4. Solutions will be made4a.If stalk holder agrees these changes will be accepted4b.If stalk holder declines changes will not be made5. Test changes6. Verify changes are acceptable7. Changes accepted

Change Control Status Reporting

The status of the change control database is created by the Change Control Reporting board. The changes in the status reports over the previous months will be identified and acknowledged. The board will makes changes and update the reports accordingly in order for the leadership team to review and make corrections as needed.

19