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OpEnSp a Ce LCO Proposal Calvin Chin Mikiko Jama CSE403 Summer 06
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Operational Concept (what is it?) What is it? What is it? -a collaborative art game in which players work together to create art in a limited timeframe with a small and randomized set of strange artistic tools Who is our target customer? Who is our target customer? -people that enjoy playing light-hearted games with a creative element. ----example: children, elder people For what purpose? For what purpose? - for entertainment and mild educational purposes - for entertainment and mild educational purposes example: can be an educational tools to enhance children's example: can be an educational tools to enhance children's artistic abilities and social interaction Where did we get the idea? Where did we get the idea? - Pictochat, iSketch, and Kidpix mashed together into a semi- competitive computer game. - Pictochat, iSketch, and Kidpix mashed together into a semi- competitive computer game.
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System Requirement (How does Openspace Play?)
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System and Software Architecture ( How?)
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Lifecycle Plan 1 (Who wants it? Who’ll support it?) Which lifecycle do we chose? Which lifecycle do we chose? - A hybrid between the design-to-schedule and evolutionary prototyping model -High Priority Features: + Client/server + Client/server + Basic game modes of illustrator and assistant + Basic game modes of illustrator and assistant -Low Priority Features: -Low Priority Features: +Different effects (different kinds 0f pencils and brushes, music/sound Why? Why? -The fixed shipping date(the end of this quarter) -Easy to set a schedule -Ability to get constant feedback from players to improve features
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Lifecycle Plan 2 (Who wants it? Who’ll support it?) How do we approach? How do we approach? - The first cycle : do the high priority features Software concept, Requirement Analysis, Architectural Concept, coding, testing, release, feed back -The second+ cycles: modify features based on the feed back or add more low priority features coding, testing, (release, feed back) coding, testing, (release, feed back) -Final release Who are our stakeholders? Who are our stakeholders? - Stakeholders: Us (developers, project manager, testers) Us (developers, project manager, testers) Game players including us! Game players including us! Who is responsible for what? Who is responsible for what? (assuming we have a team of four ) (assuming we have a team of four ) 1 project manager – the manager is a multitask player (he/she can be also dev, or tester) 3 developers – who switch from task to task
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Feasibility Rationale 1 (Can we really do this?) Risks: Risks: - Custom Server/Client architecture is too difficult to implement in the timeframe given. - Many image processing effects provided in game may be too difficult to implement. - Feedback may indicate issues with core components of Openspace, but we will not have time to go back and redesign them.
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Feasibility Rationale 2 (Can we really do this?) Overall Feasibility: Openspace will certainly not be an easy project, but it will provide practice with many aspects of software development, including realtime client/server architecture, graphical effects rendering, UI development, graphical and audio resource development, and the integration of all these components to create something that has only one purpose, and that is to provide entertainment and a creative outlet for game players.
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