<<

Group 7—Raging Fables: Assignment 4 | 1

Raging Fables: Adaptive Project Framework (APF)

Corey Brooker, Alex Camara, Lindsay Carrabine, & Stanley Joseph

Drexel University College of Information Science & Technology INFO 638 Software Project Management Fall Quarter | December 8, 2013

Group 7—Raging Fables: Assignment 4 | 2

Table of Contents

1. Raging Fables: Context & Potential Audience ...... 3 1.1 Description/Context ...... 3 1.2 Potential Market ...... 4 2. Project Overview Statement ...... 4 3. Project Scope & Overview ...... 5 3.1 Raging Fables: Version Plan Overview ...... 5 3.2 Raging Fables Version 1: Cycle Plan Overview ...... 6 4. Work Breakdown Structure ...... 9 4.1 Version 1 High- WBS ...... 9 4.2 Version 1 Mid-Level WBS ...... 14 4.3 Version Scope & Version 1 Cycle 1 Low-Level WBS ...... 18 4.4 Version 1 Cycle 1 RBS ...... 19 5. Project Management & Control Approach ...... 22 6. Project Plan & Schedule ...... 22 6.1 Project Schedule Estimation ...... 22 6.2 Resource Allocation for Project Development ...... 25 7. Project Overview & ROI ...... 25 8. References ...... 28

Group 7—Raging Fables: Assignment 4 | 3

1. Raging Fables: Context & Potential Audience 1.1 Description/Context SLAC Gaming LLC is a new, independent development company created by 4 recent Drexel University grads. For their first video game offering, SLAC proposes to create “Raging Fables,” a 2-player , featuring mature content, in the vein of and . The indie gaming market is one of the fastest growing industries where small start-up game developers have an opportunity to be successful. Major makers are starting to release software kits with new consoles that allow for easy integration of indie games, “making it easier for small studios to create games for their hardware” (Cherifia, 2013). Because the overall video game industry “is projected to grow from $67 billion in 2013 to $82 billion in 2017” (Kamenetz, 2013), SLAC is determined to make their mark on the industry and share in it’s projected success.

Raging Fables’ game concept involves a roster of characters taken from myths/fables. Potential characters include the Easter Bunny, Jack Frost, Poseidon, Cinderella, Medusa, and the Headless Horsemen. will choose a character to play in a battle against another or the game console’s CPU. The game will feature meticulously stylized battle arenas that will be related to characters within the game. For example, a Winter Wonderland for Jack Frost and the town of Sleepy Hollow for the Headless Horseman.

SLAC plans to create Raging Fables as a 2.5D game. Characters will exist and behave as if they are on a 2D plane, however, visual elements will be built as 3D models. The sensation of visual depth will especially be apparent when objects move/pivot across the screen. This is similar to the design of many new fighting games including Street Fighter 4 and Marvel vs. 3.

Initially, SLAC will make Raging Fables available on next-gen consoles1 including PS4 and One, and PCs. SLAC will not release the game to retailers on a physical disc. The game will be available for download from each platform’s respective marketplace, e.g., PlayStation Network, Xbox Live and the Steam service for PC gamers. SLAC will aim for a $40 price point, which is comparable to many high-end downloadable games.

Additional cycles of development for Raging Fables will introduce support characters and an online-matchmaking system so that gamers can battle each other around the world. The Support Character function will allow each player or CPU opponent to choose a support character from the roster. At the gamer’s request, a support character will enter the battle and launch a distinct attack at the opponent before retreating. Furthermore, some support characters will be able to launch special attacks if paired with a certain primary character, e.g. Cinderella and the Evil Step Mother.

1 A version will not be released for the U console, at this time. The Wii U, although billed as a next-gen console, has a technical specification sheet that only rivals current-gen consoles, e.g., PS3 and . Furthermore, as both the PS4 and Xbox One use x86-64 processor, it will be easy to develop the game for both platforms and PCs, which almost ubiquitously use x86-64 processors. Group 7—Raging Fables: Assignment 4 | 4

As a small and newly established company, SLAC will use an adaptive project development approach to create their first game. The adaptive approach will help SLAC’s team to deliver maximum business value while supporting consistent updates to the development requirements (Wysocki, 2012, p. 408). SLAC will build Raging Fables in multiple cycles by incrementally adding user features to the game. Iterations of the game will be introduced to potential gamers consistently during development to optimize SLAC’s ability to produce a successful and profitable game.

1.2 Potential Market Raging Fables will be marketed to mature fighting game enthusiasts between the ages of 17-34. Prime users will be gamers who enjoy deep mechanics that are not easily accessible to the casual gamer. These experienced gamers may have already mastered classic titles in the genre such as 3, 4, or of Fighters. SLAC is tuned into the unique demands of experienced gamers and will tailor Raging Fables to incorporate detailed button/control layouts that allow for dozens of unique combos. If Raging Fables is accepted into the experienced gaming community, it will gain an avid fan base that will be the best advertising that SLAC could ever hope for.

Raging Fables will be played among friends. Since the game will only be released to game consoles and PCs, Raging Fables will usually be played in users’ homes, rather than arcades. Gamers will have the choice of playing by themselves while battling the CPU, locally against friends on the same console and, in the future, remotely against any player with an internet connection.

2. Project Overview Statement Project Name: Raging Fables Development Project Team: Project No.: SLAC-RFD-G7-001 Corey B., Alex C., Lindsay C., & Stanley J. Problem/Opportunity SLAC Gaming LLC is new to the video game industry. As an independent game developer, SLAC needs to design a game that successfully introduces their style and capabilities to the gaming community. SLAC’s team will use their unique knowledge of experienced gamers, visual design and animation expertise, and software development skills to create a dynamic 2-player fighting game.

Goal Build Raging Fables as an exciting and memorable fighting game that gains a fan-base in the experienced gaming community and establishes SLAC as a competitive, independent . Apply an adaptive project development approach to ensure maximum business value while supporting consistent updates to the game development requirements.

Objectives Raging Fables will be a visually dynamic, 2.5 dimension, 2-player fighting game that generates a significant fan base in the experienced gaming community. To ensure the Group 7—Raging Fables: Assignment 4 | 5

game’s success, SLAC will:

• Design visual look-and-feel for 8 fable-based characters and fighting arenas (with additional 8 support characters for 2nd cycle).

• Design dynamic fighting move controls and features for each character. • Build/code software for game’s characters and interactions. • Implement game on PS4, Xbox One, and Windows-based PCs to test game compatibility and modify, as necessary.

• Test game with potential users to ensure success and modify, as necessary.

Success Criteria The success of Raging Fables will be judged based on SLAC’s ability to:

• Market the game on PS4, Xbox One, and Windows-based PCs.

• Gain media presence on 2 of the major video game community forums.

• Achieve 50,000 purchased game downloads combined, across all consoles and PCs, in the first 12 months after initial game release.

• Increase purchased game downloads by 5% within the first 2 months after the 2nd and 3rd game cycle development releases.

• The total development timeline of Raging Fables must be completed within three years.

Assumptions, Risks, & Obstacles

• Developing the game for PS4, Xbox One, and Windows-based PCs will require very similar system requirements and help to facilitate rapid game production and release.

• All 4 of SLAC’s business partners will work cooperatively on developing Raging Fables from project initiation to completion.

• Gaining a foothold in the experienced gaming community will require Raging Fables to stand out from a number of other competitor’s games that will be released in the same timeframe.

Prepared by: Lindsay C. | Date: Nov. 26, 2013 Approved by: Susan G. | Date: Dec. 2, 2013

3. Project Scope & Overview 3.1 Raging Fables: Version Plan Overview Three versions of Raging Fables will be developed using an adaptive framework with each version’s development time frame spanning 4-12 months. Each version will incrementally add new user functionality, building on the already established core game play mechanics. Later versions will aim to implement advanced features such as, support characters, online matchmaking, and new battle arenas. Group 7—Raging Fables: Assignment 4 | 6

Version 1 will develop a fully working 2.5D fighting game with 8 characters. The version will take place over a 10-12 month period and consist of 3-4 week cycles that will produce a fully playable version of the game for PC release. Game mechanics will be largely set in this version and built upon in subsequent releases.

Version 1 Scope: Develop and deliver a working fighting game with advanced and special moves system, pixel-perfect collision detection, and a story mode for each of the 8 playable characters. Additionally, Leaderboards and stat tracking will be implemented to increase competitive play among gamers. This version will only be playable on the PC release with future versions adding support for console platforms. Controller support will be made available for PC players.

Version 2 will take place over a 6-8 month period and build upon the version 1 release. This version will have 4-week cycles and produce a playable version for next-gen platforms as well as add more user features.

Version 2 Scope: Add 8 support characters (including all animations and sounds) as well as new game play mechanics that allow for their use during normal combat. The product of this version will include working next-gen releases. Downloadable content (DLC) will be added for the 8 additional characters so that the PC release matches the next-gen console release.

Version 3 will take place over a 4-6 month period with 3-4 week cycles. This version will produce online multiplayer functionality and additional DLC.

Version 3 Scope: Include multiplayer aspects of the fighting game. A rewards system for successfully winning matches along with the ability to find and play with friends on your current platform. DLC will be added to increase playability and mark the release of the match making system.

3.2 Raging Fables Version 1: Cycle Plan Overview Pre-Alpha Release Cycle 1

• Scope: Develop proof-of-concept game engine with basic movement so that user can control a character in a sample 2.5D arena.

• Objective: Deliver man-in-the-box basic movement system for a blank sprite. Basic movements will include jump, crouch, walk forward, walk backward, attack, and . Basic animations will be used to determine character position relative to an object in the environment. 2D requires the use of a mirrored set of animations based on relative position. Punches and should originate from their respective location and environment should contain character and movements completely. Environmental designs for a basic arena will use a combination of pixel art and hand drawn backgrounds. Ultimately, the goal is to use Unity 3D elements over the backgrounds to bring them to life. Group 7—Raging Fables: Assignment 4 | 7

Cycle 2

• Scope: The scope of this cycle will be to begin sprite development to establish a frame animation system. The goal is to have the characters react to each other’s fighting movements developed in cycle 1 and to have visually unique appearances.

• Objective: A short working demo of the 8 playable characters moving in a core 2D arena in reaction to the user input. Additional work will be done to visually design the graphic appearance of each character. Each character will require 500-800 animation frames over the course of the project. Cycle 3

• Scope: Develop and integrate attack mechanics along with basic sounds and defensive movements to allow simulation of gamers fighting each other in a test environment.

• Objective: A working offensive demo will be showcased for each character along with a brief 1 vs. 1 battle simulation. The collision detection system will aim to bring fighting mechanics between two characters to the testing ground along with basic attack sounds for each movement. Defensive movements and animations will be in their early stages. Advanced movements will be on display for the two main characters along with their full move list available for play. Cycle 4

• Scope: Develop collision detection system for both attack and defense maneuvers. Gamers will be able to notice improvements in the collision detection system and be able to defend themselves with all playable characters.

• Objective: A working demo with all 8 characters’ movements and animations mapped to those movements will be available for play. The defensive system will be in place to allow characters to block incoming attacks. Noticeable upgrades to the collision detection system (pixel-perfect) will increase fighting realism during the demo match. Basic environmental design will begin, but only one arena will be available at this time. Cycle 5

• Scope: The scope of this cycle is to provide gamers with navigation menus and a character selection screen for the 2-player mode. Health bars will be presented to the user along with different hit points assigned to more complex attacks. Users will have 3 selectable stages for play during a regular match.

• Objective: A pickup and play demo for the 2-player mode will be the final output of this cycle. Designers and testers at SLAC will be able to have matches between each other and have a clear winner and loser due to the health bar system. Each move will be assigned a point value, speed, and other stats to enable strategy in user movements and for a realistic fighting experience. AI development will begin but won’t be displayed. AI will require a fundamental understanding of each characters move list and it’s better to get playable feedback before developing this. Cycle 6 Group 7—Raging Fables: Assignment 4 | 8

• Scope: The scope of this cycle will aim to deliver user selection for all 8 arenas along with an offensive combination system for attacking other players. All 8 arenas will be visually designed and implemented in the game.

• Objective: An updated demo from cycle 5 will add the 5 remaining playable arenas and also a combination system for attacks. Multiple attacks pressed in an allotted time frame will result in more complex moves. Additional animation and sound effects will be required for this. Point values will be displayed for tracking the use of moves during a match. Cycle 7

• Scope: Gamers will be able to fight in a Story Mode against an automated AI opponent.

• Objective: The Alpha release will include the new Story Mode game play as a secondary choice to 2-player mode. Updates to the environments will add 3D textures and animations giving more life to scenery. Balancing characters speed, health, damage, , etc. will talk place throughout this cycle to refine the game play. Enemy AI will be released for combat during a Story Mode play through. The game will be made available on the Steam client through the Greenlight program. Alpha Release Cycle 8

• Scope: Following the alpha release, cycle 8 will provide gamers with selectable difficulty for AI opponents along with a training mode for practicing movements against “dummy” characters.

• Objective: A workable training environment will be made available as a demo. Bug fixes and optimizations to the game engine to adjust visual settings for a wide range of PC configurations will be worked following the Alpha release. Stories that tell each characters fable will begin development. New animations and sounds for telling that story will be developed during this stage. Cycle 9

• Scope: Gamers will be able to see other players’ stats via a leaderboard system. A patching program will be implemented to prepare for Beta release. A stat tracking system will be integrated into client-server architecture and will show the overall completion, largest combo, etc. for each character.

• Objective: Demo client-server integration of Leaderboards that show point system for completing Story Mode, which requires beating all 8 AI opponents. Special moves will be developed along with a secondary power bar that will regenerate based on combinations of moves used. Partial versions of the story, sounds, and ending for characters will be made in the playable version of the game. Controller support will begin development for PC gamers. XBOX360 is the most widely used PC controller and will be the main area of focus. Working on Beta release and patch for Steam client. Beta Release V1.1 Group 7—Raging Fables: Assignment 4 | 9

Cycle 10

• Scope: Gamers can play through story mode with 100% of the in-game characters. Combo systems will be further refined to balance game play. Gamers can play with partial controller support. A game launcher and graphic optimization tool will be available.

• Objective: A tighter more focused game play to increase attack and defense speed. The combo system will be tweaked to increase or decrease hit percentages and breaking points for AI/human players to counter attacks. Bugs and glitches following the beta release will be worked. Improve controller support will be further refined. Integration and delivery to Steam will make patching and deployment more successful. Graphics will be optimized for frame rates. Beta Release V1.2 Cycle 11

• Scope: Users will access the game via a title screen and have a settings area to change important game aspects. A stat tracking system will available as a screen showing progress and other fun game information.

• Objective: The settings screen will be demoed along with a title screen displaying the logo and brand information. Settings include # of rounds per match, player handicaps, round time, etc. A stat tracking system will be integrated into the existing client-server architecture and show the overall completion, largest combo, etc. for each character. Bug fixes, as a result of the last release, will be addressed. Production Release Cycle 12

• Scope: Gamers will have a fully working title to play that will deliver a complete fighting game experience. Game will be available as a fully working title on Steam with complete Steam cloud integration.

• Objective: Bug fixes and optimizations for PC hardware. Additional work will be focused on balancing characters in the game to make it more competitive. Online features such as match making will begin development for Version 2. DLC development, such as new characters, costumes, and arenas will begin development. Steam will publish game as a launch special.

4. Work Breakdown Structure 4.1 Version 1 High-Level WBS Cycle Overview The success of Raging Fables relies on the integration of fast-paced game play mechanics, a diversified move list, and fluid character animations. Early stages of game development will require core game play mechanics and incremental additions of new features. Simple fighting movements will advance into a complex combination movement system that introduces a learning curve for the end user. Bringing these advanced fighting mechanics to fruition will establish Raging Fables as a unique fighting game to rival industry greats. Group 7—Raging Fables: Assignment 4 | 10

The animations are vital to the success of the project and begin as early as Cycle 2, allowing a full 9-11 months for refinement and additions. Getting the collision system to pair with the animation of sprite objects will increase the core fighting mechanics and bring a sense of realism to hit detection that rewards skilled players.

Game modes will include a 2-player local multiplayer mode but also a story mode that will flesh-out the single player experience with the introduction of AI opponents. The AI opponents will rely on the core mechanics of the characters fighting capabilities and respond to user inputs. An attack ranking system will highlight the enemy AI and challenge gamers.

As the game play begins resembling a full-fledged fighting game, SLAC will introduce it to the Steam Greenlight service. Controller support will increase user adoption, as button mashing on a keyboard isn’t as responsive. The Steam client will streamline the patch, launch, and distribution services. Leaderboards will be included in subsequent cycles along with stat tracking, using the Steam cloud service. Nearing the full production release of Version 1, the focus will be on refining combat based on user feedback. Early Alpha and Beta gamers can submit feedback on Steam forums that will allow developers to understand how the game is being received.

1.0 Raging Fables: Version 1 1.1 Cycle 1 1.1.1 User can perform basic movements for a 2D character 1.1.2 User will experience arena environment 1.1.3 User will be constrained in environment 1.2 Cycle 2 1.2.2 User can see animations from inputs 1.2.3 User can distinguish characters 1.2.4 User can distinguish character attacks (punches/kicks) 1.3 Cycle 3 1.3.1 User can attack other characters 1.3.2 User will see animated reactions to attacks 1.3.3 User will defend attacks 1.3.4 User can simulate a fight 1.3.5 User will hear character sounds 1.4 Cycle 4 1.4.1 Users attack will be noticeably more accurate 1.4.2 Users defensive mechanics will be more accurate 1.4.3 Users can play all 8 characters in demo environment 1.5 Cycle 5 1.5.1 Users can play 2-player mode for all 8 characters 1.5.2 Users attacks will have weighted reactions 1.5.3 Users can die during normal mode play 1.5.4 User will notice speed and character differences during play (balancing) 1.5.5 Users will be able to select from 3 playable stages 1.6 Cycle 6 Group 7—Raging Fables: Assignment 4 | 11

1.6.1 Users can perform attack combinations 1.6.2 Attacks will provide users a point value 1.6.3 Users can select from 8 playable arenas 1.7 Cycle 7 1.7.1 User can play Story Mode (Alpha no stories) 1.7.2 Refinements to attack combo system will be accessible to user 1.7.3 AI opponents are available for 1 player combat 1.7.4 3D Background Elements noticeable to user 1.7.5 Users can download game on Steam client 1.8 Cycle 8 1.8.1 Users can select AI difficulty 1.8.2 Users can play training mode 1.8.3 Users can scale game visuals 1.9 Cycle 9 1.9.1 Users can compete via Leaderboards 1.9.2 Users can perform character specific special moves 1.9.3 Users can select 4 playable characters in story mode and whole story told 1.10 Cycle 10 1.10.1 Users can select 8 playable characters in story mode and whole story told 1.10.2 Game balancing will increase user playability 1.10.3 Controller support made available 1.11 Cycle 11 1.11.1 Gamers can change game settings 1.11.2 Stat tracking will be available for the user online 1.11.3 Game balancing will bring the most fluid combat system to the user 1.12 Cycle 12 1.12.1 Users can download the game via Steam client 1.12.2 User can use improved breaking points for countering system 1.12.3 Users will notice better controller support

Cycles 1 & 2 Details

• The high level WBS for version one is comprised of core game mechanics developed in early cycles with additional functionality added throughout the project. A fighting game is nothing without an understanding of the movement mechanics that will be required for each playable character. The basic architecture will be the focus of the first two cycles. Establishing the graphics engine for coding movements in a game environment is crucial to success at this point. A hand drawn sample will be used as a backdrop and a development mode will be designed for testing user movements and animations. The basic animation system will be built incrementally throughout the project. Cycle 3 Details

• Focusing on the animation system used and how characters will be designed is the end result of this cycle. A high level of detail is required in later game development to distinguish advanced attack moves. Punching and kicking will be the majority of movements with several variations added later on. Defensive maneuvers will be developed and testing in Cycle 3 to bring a rough fighting framework to our Group 7—Raging Fables: Assignment 4 | 12

development mode. Additionally, adding collision detection between onscreen characters will introduce increased realism. Simulation fights at this stage of development will show character reactions to hits along with defensive animations. Onscreen characters will produce sounds for their movements and attacks. Cycles 1-3 WBS Features Chart

Cycles 4-7 Details

• Each character will have a working set of animations for their attacks along with a combination attack system that tracks button inputs and performs advanced moves that differ from the standard and kicks. A two-player mode will be available along with character selection screens and basic user UI. AI components will be demoed early on to allow us to integrate this functionality into the story mode being developed for Beta release. Character environments along with sounds will be implemented. Game will be available through the Steam Greenlight program.

Group 7—Raging Fables: Assignment 4 | 13

Cycles 4-7 WBS Features Chart

Cycles 8 & 9 Details

• Cycles 8 and 9 will focus on improvements to the Alpha release. Training modes will add a sandbox for demoing full system functionality and give developers and gamers an arena of their choice to test out the game mechanics. Balancing between characters becomes more complex and refinements to the damage, health, and speed of the game will tighten up the user experience. Four of the eight final characters will have a story mode integrated with AI, environments, and a fabled story that incorporates the fighting theme. The end of this cycle will mark the second beta release. Cycle 10 Details

• Cycle 10 marks the release of the second beta version of Raging Fables. The game is now fully upgraded with a story mode and increase character balancing. Controller support is added to the PC version with visual setting adjustments as a game option. Visual settings adjustments will increase the number of PC that will run the game at smooth frame rates. The goal is to have 30fps for our low-end PC specifications and 60+ fps for our mid t0 high end specifications.

Group 7—Raging Fables: Assignment 4 | 14

Cycles 8-10 WBS Features Chart

Cycles 11 & 12 Details

• Cycles 11 & 12 highlight the release of our fully working game on the Steam client. The game will have settings available to the end gamers so that they can adjust the difficulty on the fly as well as the number of fighting rounds. Advanced balancing will increase the fluidity of the game and set the final product quality standards. Bug fixes along with server optimization for stat tracking during offline and online play will be tied into the Steam Cloud service. Controller support will be fully integrated and a countering mechanic will mark the last functionality offered in version 1. Work will begin on version 2 as we port this game over to next-gen consoles. DLC will be available and will give next-gen gamers some incentive to buy the game and keep the PC audience interested with new offerings. Cycles 11 & 12 WBS Features Chart

4.2 Version 1 Mid-Level WBS 1.1 Cycle 1 1.1.1 User can perform basic movements for a 2D character Group 7—Raging Fables: Assignment 4 | 15

1.1.1.1 Character will be graphically represented by 2D Sprite 1.1.1.2 Character will perform jumping movement 1.1.1.3 Character will walk forward 1.1.1.4 Character will walk backward 1.1.1.5 Character will perform crouching movement 1.1.1.6 Character will change orientation based on relative point in 2D space 1.1.1.7 Character will perform light punch 1.1.1.8 Character will perform light kick 1.1.1.9 Character will perform heavy punch 1.1.1.10 Character will perform heavy kick 1.1.2 User will experience arena environment 1.1.2.1 Environment engine will display be hand drawn static background with 3D Overlays (later) 1.1.2.3 Environment will not move in relation to character movements 1.1.3 User will be constrained in environment 1.1.3.1 Character movement will be constrained in 2.5D environment 1.1.3.2 Environment should not scroll and contain 3x- character height

1.2 Cycle 2 1.2.1 Gamers can see animations from inputs 1.2.1.1 Animation engine design will allow character movements in response to key mappings 1.2.1.2 Characters will be animated to perform movements described in cycle 1 1.2.1.3 Animations will show fluid transitions between movements 1.2.2 User can distinguish characters 1.2.2.1 Characters will be defined by their proportions and identifying sprite tags 1.2.2.2 Characters will have similar performance mechanics 1.2.3 User can distinguish character attacks (punches/kicks) 1.2.3.1 Users will be able to attack with the appropriate limbs indicating the origination of the attack 1.2.3.2 Attack animation will start and end at the same character state

1.3 Cycle 3 1.3.1 User can attack other characters 1.3.1.1 Basic collision detection system will indicate “hits” from other characters when a collision occurs. 1.3.2 User will see animated reactions to attacks 1.3.2.1 Collision detection should coincide with animation 1.3.2.2 Animation will stop current character state and begin “hit” animation 1.3.2.3 Character hit in the air will “fall” to the arena floor 1.3.2.4 Fallen characters will be invisible for short periods of time 1.3.2.5 Fallen animations will show character rising from the ground 1.3.3 User will defend attacks 1.3.3.1 Character should defend against attacks 1.3.3.2 2D defenses button should be the opposite of the opponent direction 1.3.3.3 Defensive animations will displace character backwards, small. 1.3.4 Gamers can simulate a fight Group 7—Raging Fables: Assignment 4 | 16

1.3.4.1 Two playable characters will exist in a 2D arena 1.3.4.2 Characters shall perform basic movements and attacks 1.3.4.3 Characters will be able to attack and respond (animations and collision system) to attacks 1.3.4.4 Characters will be able to defend to attacks and not respond (animations and collision system) 1.3.5 Gamers will hear character’s sounds 1.3.5.1 Characters will make sounds for walking, punching, jumping, etc.

1.4 Cycle 4 1.4.1 Gamers attack will be noticeably more accurate 1.4.1.1 Collision detection system will respond to limbs attacking 1.4.1.2 Collision system will implement pixel-perfect best practices 1.4.2 Gamers defensive mechanics will be more accurate 1.4.2.1 Collision system will respond to limbs in a defense position 1.4.2.2 Collision system will implement pixel-perfect best practices 1.4.3 Gamers can play all 8 characters in demo environment 1.4.3.1 8 Character should have complete sets of animations 1.4.3.2 Characters will have pixel-perfect collision detection system

1.5 Cycle 5 1.5.1 Gamers can play 2-player mode for all 8 characters 1.5.1.1 A character selection screen will be made available 1.5.1.2 Basic 2-player mode will accept 2 inputs 1.5.2 Gamers attacks will have weighted reactions 1.5.2.1 Attacks will have differing levels of hit points from lowest to highest with light to heavy attacks 1.5.3 Gamers can die during normal mode play 1.5.3.1 A health bar with a set amount at 100 points will be displayed 1.5.3.2 The health bar will correspond to weighted attacks that collide with character models 1.5.4 User will notice speed and character differences during play (balancing) 1.5.4.1 Character balancing will adjust speeds, attack weights 1.5.5 Gamers will be able to select from 3 playable stages 1.5.5.1 Three characters will have their own themed stages available for play

1.6 Cycle 6 1.6.1 Gamers can perform attack combinations 1.6.1.1 Each character will have 3 combination moves 1.6.1.2 Characters will respond to multiple button pushes that signal a combo within a time gap 1.6.2 Attacks will provide gamers a point value 1.6.2.1 Characters will gain points for attacks. 1.6.2.2 Repetitive moves will multiply point value 1.6.3 Characters will have sound associated with attacks and collisions 1.6.3.1 Character sounds will be played for walking, attacking, defending, and combos Group 7—Raging Fables: Assignment 4 | 17

1.6.4 Gamers can select from 8 playable arenas 1.6.4.1 Arenas themed for each character will be available 1.6.4.2 Arena selection will appear after character selection, on the same screen

1.7 Cycle 7 1.7.1 User can play Story Mode 1.7.1.1 Story mode will be on the title screen along with the 2-play versus mode 1.7.2 Refinements to attack combo system will be accessible to user 1.7.2.1 Combo system balancing, speed, hit points adjustments 1.7.3 AI opponents are available for 1 player combat 1.7.3.1 Basic AI difficult will be present in the single player campaign 1.7.3.2 AI moves based on priority list for each playable character 1.7.4 Gamers can download game on Steam client 1.7.4.1 Alpha release put on Steam 1.7.4.2 Raise awareness through Greenlight platform

1.8 Cycle 8 1.8.1 Gamers can select AI difficulty 1.8.1.1 3-modes of AI difficulty available to player, easy, hard, “Happy Holidays” 1.8.2 Gamers can play training mode 1.8.2.1 Training mode is a selectable option on the title screen 1.8.2.2 AI or Human players available for training mode 1.8.2.3 Moves performed in succession displayed on screen 1.8.3 Gamers can scale game visuals 1.8.3.1 Setting screen for visuals will adjust textures, resolution, etc.

1.9 Cycle 9 1.9.1 Gamers can compete via Leaderboards 1.9.1.1 Leaderboards will show in game from pause or home screen 1.9.1.2 Leaderboards show completion of story mode and character completed with 1.9.2 Gamers can perform character specific special moves 1.9.2.1 Character will have special ability bar 1.9.2.2 Character will have unique special move 1.9.2.3 Special move will have unique hit points, speed, and cost 1.9.3 Gamers can select 4 playable characters in story mode and whole story told 1.9.3.1 Story mode is will have unique tale for each playable character 1.9.3.2 Music, and arenas will coincide with story 1.9.3.3 Endings will be specific to each character

1.10 Cycle 10 1.10.1 Gamers can select 8 playable characters in story mode and whole story told 1.10.1.1 Story mode is will have unique tale for each playable character 1.10.1.2 Music, and arenas will coincide with story 1.10.1.3 Endings will be specific to each character 1.10.2 Game balancing will increase user playability 1.10.2.1 Game balancing from alpha release feedback Group 7—Raging Fables: Assignment 4 | 18

1.10.3 Controller support made available 1.10.3.1 Controller support made available for PC release

1.11 Cycle 11 1.11.1 Gamers will notice optimized graphics 1.11.1.1 Frame rates adjusted for low end PC specification to meet 30fps 1.11.1.2 Frame rates adjusted for mid to high end PC to meet 60fps 1.11.2 Stat tracking will be available for the user online 1.11.2.1 Stats displayed on pause and home screen 1.11.2.2 Percent completion along with combo streaks, play time, etc. displayed 1.11.3 Game balancing will bring the most fluid combat system to the user 1.11.3.1 Further refinement of combat system mechanics

1.12 Cycle 12 1.12.1 Gamers can download the game via Steam client 1.12.1.1 Distribute final game version to steam 1.12.2 User can use improved breaking points for countering system 1.12.2.1 Character can break combos with new counter moves 1.12.2.2 Animations, and sounds to accompany countering system 1.12.3 Gamers will notice better controller support 1.12.3.1 Enhance controller support including customer key bindings made available

4.3 Version Scope & Version 1 Cycle 1 Low-Level WBS X.1 Raging Fables' Version Scope X.1.1 Develop conditions of satisfaction (CoS) X.1.2 Write Project Overview Statement (POS) X.1.3 StateGate - Approval to begin project planning X.2 Game Development Project Planning X.2.1 Identify and document requirements X.2.2 Define project management model X.2.3 Prioritize scope X.2.4 Develop mid-level WBS and dependencies X.2.5 Prioritize functional requirements X.2.6 Develop high-level project plan X.2.7 StateGate - Approval to plan Cycle 1 X.3 Version 1 Cycle Plan X.3.1 Develop low-level WBS for Cycle 1 X.3.2 Schedule cycle build

1.1 Cycle 1 1.1.1 User can perform basic movements for a 2D character 1.1.1.1 Character will be graphically represented by 2D Sprite F1.1.1 Character to be visually displayed by graphic engine in 2D space F1.1.2 Character will move in response to code fed into graphic engine 1.1.1.2 Character will perform jumping movement Group 7—Raging Fables: Assignment 4 | 19

F1.2.1 Character will move to a set height in the arena F1.2.2 Character can jump from any position F1.2.3 Character can only jump once after leaving the ground 1.1.1.3 Character will walk forward F1.3.1 Character traverse ground from current position, position relative F1.3.2 Character will no longer move forward once at edge of arena 1.1.1.4 Character will walk backward F1.4.1 Character will move away from position, relative F1.3.2 Character will no longer move backward once at edge of arena 1.1.1.5 Character will perform crouching movement F1.5.1 Character will “duck” from current position F1.5.2 Character will be lower height (set amount) 1.1.1.6 Character will change orientation based on relative point in 2D space F1.6.1 Character movement will change, reverse, once a point is crossed F1.6.2 Forward movement becomes backward movement after this point F1.6.3 Backward movement becomes forward movement after this point F1.6.4 Jumping as the boundary is crossed will produce similar effect 1.1.1.7 Character will perform light punch F1.7.1 Character will extend arm quickly and bring it back to original state (rested) 1.1.1.8 Character will perform light kick F1.8.1 Character will extend leg quickly and bring it back to the original state (rest) 1.1.1.9 Character will perform heavy punch F1.9.1 Character will extend arm slower and bring it back to original state 1.1.1.10 Character will perform heavy kick F1.10.1 Character will extend leg slower and bring it back to original state 1.1.2 User will experience arena environment 1.1.2.1 Environment engine will display be hand drawn static background with 3D Overlays (later) F2.1.1 Environment to display arena in box style, right, left, top, bottom, visual depth of field F2.1.2 Hand drawn backgrounds will be static images loaded to graphic engine 1.1.2.2 Environment will not move in relation to character movements F2.2.1 Environment image to remain static in relation to movement 1.1.3 User will be constrained in environment 1.1.3.1 Character movement will be constrained in 2.5D environment F3.1.1 Character will not move beyond box of 2.5D environment 1.1.3.2 Environment should not scroll and contain 3x-4x character height F3.2.1 Character movement will not scroll environment

4.4 Version 1 Cycle 1 RBS 1.1 Cycle 1 1.1.1 User can perform basic movements for a 2D character 1.1.1.1 Character will be graphically represented by 2D Sprite Group 7—Raging Fables: Assignment 4 | 20

F1.1.1 Character to be visually displayed by graphic engine in 2D space R1.1.1 Select game engine with fast code processing R1.1.2 Game engine to allow character movements defined to 8 degrees F1.1.2 Character will move in response to code fed into graphic engine R1.2.1 Movements will be based on code inputs, at this stage R1.2.2 Movement of character in game engine development mode 1.1.1.2 Character will perform jumping movement F1.2.1 Character will move to a set height in the arena R2.1.1 Character will move 2.5x overall height when jump input processed R2.2.2 Jump will last for a total of 2.5 seconds R.2.2.3 Jump will move character vertical and return them to original state F1.2.2 Character can jump from any position R2.2.1 Jump performed in same manner regardless of relative position F1.2.3 Character can only jump once after leaving the ground R2.3.1 Jump movement only processed when not jumping 1.1.1.3 Character will walk forward F1.3.1 Character traverse ground from current position, position relative R3.1.1 Character will “move” with speed 1.5x width / sec, bi-directional F1.3.2 Character will no longer move forward once at edge of arena R3.2.1 Character to continue movement even when hard arena limit reached 1.1.1.4 Character will walk backward F1.4.1 Character will move away from position, relative R3.1.1 Character will “move” with speed 1.5x width / sec, bi-directional F1.3.2 Character will no longer move backward once at edge of arena R3.2.1 Character to continue movement even when hard arena limit reached 1.1.1.5 Character will perform crouching movement F1.5.1 Character will “duck” from current position R5.1.2 Character to complete movement in .5 seconds F1.5.2 Character will be lower height (set amount) R5.1.1 Character will decrease height .5x during movement 1.1.1.6 Character will change orientation based on relative point in 2D space F1.6.1 Character movement will change, reverse, once a point is crossed R6.1.1 Move character towards object at movement requirement R6.1.2 Once character crosses point in space, movement command reversed F1.6.2 Forward movement becomes backward movement after this point R6.2.1 Movement action of character reversed if moving forward past point F1.6.3 Backward movement becomes forward movement after this point R6.2.1 Movement action of character reversed if moving forward past point F1.6.4 Jumping as the boundary is crossed will produce similar effect R.6.4.1 Jumping momentum will be retained after point in space is crossed R6.4.2 Movement command to be reversed after this point 1.1.1.7 Character will perform light punch Group 7—Raging Fables: Assignment 4 | 21

F1.7.1 Character will extend arm quickly and bring it back to original state (rested) R7.1.1 Light punch movement to last .33seconds R7.1.2 At full extension movement speed is equal to 0 R7.1.3 During movement no other attack movement can be performed 1.1.1.8 Character will perform light kick F1.8.1 Character will extend leg quickly and bring it back to the original state (rest) R8.1.1 Light kick movement to last .33seconds R8.1.2 At full extension movement speed is equal to 0 R8.1.3 During movement no other attack movement can be performed 1.1.1.9 Character will perform heavy punch F1.9.1 Character will extend arm slower and bring it back to original state R9.1.1 Heavy punch movement to last .66seconds R9.1.2 At full extension movement speed is equal to 0 R9.1.3 During movement no other attack movement can be performed 1.1.1.10 Character will perform heavy kick F1.10.1 Character will extend leg slower and bring it back to original state R10.1.1 Heavy kick movement to last .66seconds R11.1.2 At full extension movement speed is equal to 0 R11.1.3 During movement no other attack movement can be performed 1.1.2 User will experience arena environment 1.1.2.1 Environment engine will display be hand drawn static background with 3D Overlays (later) F2.1.1 Environment to display arena in box style, right, left, top, bottom, visual depth of field R1.1.1 Environment to be 1500 pixels wide R1.1.2 Environment to be 900 pixels tall R1.1.3 Environment to have “floor” that character movements will take place on R1.1.4 Environment will have movement overlays R1.1.5 Environment to have holiday features unique to 8 characters F2.1.2 Hand drawn backgrounds will be static images loaded to graphic engine R1.2.1 Background images will be static, zoomable R1.2.2 Background image resolution to be scalable, for HD formats 1.1.2.2 Environment will not move in relation to character movements F2.2.1 Environment image to remain static in relation to movement R1.1.2 Environment to zoom based on character positions, relative 1.1.3 User will be constrained in environment 1.1.3.1 Character movement will be constrained in 2.5D environment F3.1.1 Character will not move beyond box of 2.5D environment R1.1.1 Environment to impose hard limits on movement beyond “edges” R1.1.2 Floor of environment will anchor character unless jumping is performed 1.1.3.2 Environment should not scroll and contain 3x-4x character height F3.2.1 Character movement will not scroll environment Group 7—Raging Fables: Assignment 4 | 22

R2.1.1 Movement of character will scroll zoomable section of arena (solo character) R2.2.2 Multiple characters will move in relation to background image but only until fully zoomed out R2.2.3 Background never scrolls but gives illusion of movement when characters move

5. Project Management & Control Approach

6. Project Plan & Schedule 6.1 Project Schedule Estimation Using an adaptive project framework allows for SLAC’s development team to estimate a schedule for completing the project without having to immediately specify low-level tasks to be completed in all of the versions and cycles. SLAC built a schedule and effort estimation for the entire project based on an in-depth review of the Version 1 mid-level WBS and Version 1 Cycle 1 low-level RBS. The development team created optimistic, most likely, and pessimistic time frame estimates for each of the requirement tasks in Cycle 1 and then applied the Three-Point technique to generate a task duration estimate. The Three-Point technique employs the equation: (O + 4M + P)/6=D).

SLAC’s current development team includes 2 advanced visual and interactive designers and 2 advanced code developers. Cycle duration estimates for Cycles 2-N were created based on the team’s combined experience with project scheduling, knowledge of specific skills required for development, and a comparison of each Cycle’s relative complexity in relation to Cycle 1. Relative complexity was determined on a scale from 1-10, where 10 represents the highest complexity (e.g. requires significant time and effort). SLAC’s team determined that Cycle 1 of Version 1 should represent 6 effort points. This score of 6 is based on SLAC’s expert knowledge of how to complete a majority of the initial development tasks in parallel to the stress of getting the project up and running. (See spreadsheet entitled “638_Grp7_A4_DurEst_20131207.xlsx” for complete estimation.)

Below is an overview of the proposed versions of Raging Fables and cycles for Version 1 paired with duration and effort estimates, and brief explanations for these estimates.

Version/ Scope Objective Cycle Approx. Estimate Basis Cycle Effort Time Points Frame V1 Animated special Create PC version of 6 10-12 Game mechanics, moves, collision 2-player fighting mos. w/ environments, and detection and story game with 8 3-4 week graphic elements mode for 8 characters. cycles developed in this characters, and version. Will require leaderboards and time investment, but stat tracking for will support rapid gamers. progression into subsequent game Group 7—Raging Fables: Assignment 4 | 23

versions 2 and 3. V1-C1 Proof of concept Basic attack 6 3 weeks Effort requires input game engine that movements animated from a visual allows control of for blank character designer and character in 2.5D sprite in core arena multiple coding fighting arena. environment. developers. Cycle will set the standard for subsequent cycles. V1-C2 Character’s fighting Characters appear 7 4 weeks Visual design of 8 attack reactions visually unique and characters will animated. 8 unique display animated require significant characters reactions to creative graphic/visual opponent’s attack development. appearance moves. Fighting reaction designed. animations will build off of attack animations created in cycle 1. V1-C3 Improved attack Short 8 4 weeks Sound design for animations. attack/offensive fighting sequences Introduce sound demo for each will require new type effects and defensive character available of effort. Demo of moves. for use in brief 2- fight builds on player battle previous cycles. simulation. V1-C4 Develop collision Working demo of 8 6 3 weeks Finishing touches on detection system for characters available initial fighting improved fighting for fight simulations. animations. animations. Development should be straightforward. V1-C5 Navigation menus, Full demo of 2-player 7 4 weeks Arena design will character selection fighting with 8 include 2D and 3D screen, 3 arenas available characters visual elements. May graphically designed and 3 potential require extra effort for use in fight arenas. to communicate sequences. visual design requirements to code developers. V1-C6 Add 5 more Updated demo will all 6 3 weeks Arena design will designed arenas to arenas available and build off of previous game play. Add complex attack cycle. attack move moves. combination capabilities. V1-C7 “Story Mode” Players can fight in 5 2 weeks Requires sequencing developed. Update Story Mode against already created code arena environments. automated AI for characters to act Balance/refine opponents. as AI opponents. character animations. V1-C7 Alpha Release Release game to in- 3 2 weeks Multiple sessions StateGate house testers and with potential users advanced gamer reps. will elicit feedback for feedback before and issues game is made (changes/modificati Group 7—Raging Fables: Assignment 4 | 24

available on Steam. ons to game). V1-C8 Selectable difficulty Fight AI opponents at 4 2 weeks Modify existing AI level for Story Mode varying degrees of opponents’ opponents. Training difficulty and practice offensive/defensive mode. attack moves. code to 3 degrees of difficulty. Training mode requires removing offensive code from AI opponents. V1-C9 Develop leaderboard See other players’ 6 3 weeks Initial introduction and stat tracking stats and Story Mode of client-server opponent viewing battle achievements. information sharing system. Demo client-server may introduces new integration. coding challenges. V1-C10 Create title screen Full demo of Version 7 3 weeks Cycle will address and settings 1 with ability to some bugs fixes and manipulation customize game wrap up previous screen. Refine settings. development tasks. combination offensive move animations. V1-C10 Beta Release Release game to 3 1.5 weeks Multiple sessions StateGate advanced gamer reps. with potential users for feedback. will elicit feedback and issues (changes/modificati ons to game). V1-C11 Production Release Full working PC 4 2 weeks Bug fixes and version of Raging optimization for PC Fables. hardware. V2 8 animated support Create 8 support 5 6-8 mos. Support character characters and characters for tag (comp. w/ 4 development will update to main team fighting. to V1) week mirror character character’s fighting Release next-gen cycles development in animations for console version of Version 1. inclusion of support game. Market Depending on characters. Next-gen expansion pack of Version 1’s success, console version of DLC for original PC the development game. DLC for PC version of the game. team will pursue re- version of game. coding and adjusting the game for next- gen console release. V3 Online multiplayer Create online 4 4-6 mos. Coding the online abilities and battle opponent matching (comp w/ 3 matching system opponent pairing system based on to V1) week will be a new type of system. game stats for added cycles development multiplayer process. May need to functionality. bring in specialists to support development team’s efforts.

Group 7—Raging Fables: Assignment 4 | 25

6.2 Resource Allocation for Project Development SLAC’s current development team includes 2 advanced visual and interactive designers and 2 advanced code developers. For Raging Fables game development, a majority of the tasks having to do with look-and-feel (i.e. characters graphic representation, arena design, attack movement design, etc.) are assigned to the design team. While the designers are able to produce basic code for the game’s graphic elements, the responsibility falls to the developers to work with the designers to understand and interpret the intended look-and-feel and produce the advanced code for the game. (For project resource and schedule estimation see “638_Grp7_Schedule_20131207.mpp.”)

7. Project Overview & ROI With over nearly 100 years of combined gaming experience, the four owners of SLAC consider themselves to be game nerds. They view their craft as an art form, but don’t be fooled; they are in it for the money. They believe that Raging Fables has the , story, lasting appeal and novelty to be a big financial success.

The decision to pilot and release development versions on Steam was carefully thought out. Steam’s Greenlight program is a risk free way to get Raging Fables into the hands of real-life players, which builds the brand and offers SLAC invaluable user feedback before the official launch. Steam also handles the marketing and promotion of the games they carry, which eliminates the need for out-of-pocket advertising.

The SLAC team estimates that the first version will be released to STEAM in less than a year of full-time development. STEAM doesn’t publish their revenue sharing policy publicly, but it is widely rumored that they offer a 70/30 split with the publisher (70% for the publisher, 30% for STEAM.) This is on par with other well-known client application marketplaces like Apple, and is a great deal SLAC considering that STEAM will host, distribute and advertise Raging Fables.

As mentioned earlier in the Project Overview Statement (POS), SLAC expects to sell 50,000 copies of Raging Fables within the first year after the initial release, at $40 a copy. This number is relatively conservative and more than feasible, as Stem currently has 65 million active users. (McCormick, 2013) Game copy sales are of the upmost importance to SLAC as it is their only source of revenue. In the future it is possible that Raging Fables earns money from other outlets such as tournament events, and branding opportunities similar to the Angry Birds product line, but initially SLAC just needs to sell copies to cover their costs and turn a profit.

The majority of SLAC’s costs are derived from Labor Resources. Collectively, the four company owners decided to look up the going rate for Software Designers and Developers (approx. 42$ an hour), and pay themselves that rate. All of the additional revenues will pay for other costs and will be reinvested back into the company. Since they are agreed on being paid the same amount, it may be a challenge for the group to work cooperatively. However, they have solid chemistry, and figure that being paid evenly helps project and plan the costs effectively. SLAC is still a new company with many office needs and business expenses, so they factored in a 1.8x overhead multiplier Group 7—Raging Fables: Assignment 4 | 26

on all labor costs. These costs will cover things like office supplies, office space rent, taxes, utilities, loan interest, etc. Other costs include software licenses, and hardware needed to create, develop and test their product.

The Scope and Planning phase happens before any development is started. This includes the version scope, project planning and cycle plans. During this period, Computer equipment is also purchased. Each team member gets their own PC workstation with Windows 8, MS Office, MS Project and dual monitors. An additional PC Workstation with Windows 7 and two laptops are also purchased as test machines to ensure that Raging Fables works on older supported versions of Windows, and on portable computers with less powerful system components. A rack server is purchased for each team member to use for as collaborative workspace, but also acts as a intermediary for the physical on-site external backups.

During the first year of development, the team focuses on evolving Version 1 of Raging Fables. All four SLAC owners work each cycle equally, and the company sees their total investment reach negative $400K. The two designers obtain Adobe Creative Cloud subscriptions for use of Photoshop, Illustrator, InDesign, Premier, etc., while the Developers use it mainly for Flash. The developers also utilize tools such as OpenGL and Steamworks API to develop Raging Fabels, but those are at no financial cost to the company.

The second year is when the company expects to sell 50,000 copies of the game, while they develop Version 2 and Version 3. The second and third versions will introduce new features such as leaderboards, settings, additional characters, and online multiplayer functionality, and the company expects to contribute more than $520K worth of labor resources to this effort. Fortunately for SLAC, selling 50,000 copies at 70% of $40 (which comes out to $28 per sale) will net $1.4M, and will get them past the break even point in year 2.

When the second and third versions of Raging Fables are released, they will also be released for Xbox Live and the Playstation Network. Xbox Live charges a $99 yearly fee for their services, and both platforms has a similar profit sharing structure to Steam. It should be noted that there are feasibility assumptions made, in that all of the platforms would carry Raging Fables. Although it isn’t guaranteed, SLAC has contacted representatives at each of these three platforms and all three have shown a tremendous amount of support and enthusiasm. (See spreadsheet entitled “638_Grp7_A4_ROI_20131207.xlsx” for complete financial analysis.) Group 7—Raging Fables: Assignment 4 | 27

Group 7—Raging Fables: Assignment 4 | 28

8. References Cherifia, M. (2013, November 23). Indie video games make their mark. ABS-CBN News. Retrieved from http://www.abs-cbnnews.com/lifestyle/11/23/13/indie-video- games-make-their-mark

Kamenetz, A. (2013, November 7). Why video games succeed where the movie and music industries fail. Fast Company. Retrieved from http://www.fastcompany.com/3021008/why-video-games-succeed-where-the- movie-and-music-industries-fail

McCormick, R. (2013, October 30). Steam rises to 65 million active users, eclipsing Xbox Live. Retrieved from http://www.theverge.com/2013/10/30/5045830/steam- 65-million-active-accounts-6-million-concurrent-users

Wysocki, R. (2012). Effective Project Management: Traditional, Agile, Extreme 6th Edition. Indianapolis, IN: John Wiley & Son, Inc.