Production Plan - GoldenRhinoStudio/CursedHeaven GitHub Wiki

The production planning is the process that takes place within a business and which involves making sure that sufficient material, staff and other necessary items are ready to create products according to the schedule specified.

Content of the section

General Team Calendar

Cursed Heaven is expected to be developed before 2nd June. To achieve it, we have created a calendar that will show what we have to do in order to accomplish the sprints and the milestones we have planned. This will make us be regular and optimum during the whole process of creation.

Month of March

Month of April

Month of May

You can also see our calendar clicking here.

A document of the non-available hours of the team has been created. This schedule shows the free time of all the members during the week, so it will help me to assign the tasks and the deadlines taking into account their availability.

You can see the schedule clicking here.

Sprints

A sprint is a set period of time during which specific work has to be completed and made ready for review.

Every week

  • On Thursday at 12:30 we will meet all the team in order to evaluate, inform and discuss about how is going on the current sprint.
  • On Saturday we will build a release with the corresponding features of that version (you can check the version list clicking here
  • On Sunday the release of the previous day will be tested to avoid bugs, test the playability and check if it's fun.

Communication is very important to know how is going on the sprint and if someone has any problem with his work.

During the week every member of the team will have tasks assigned that will be posted on our HacknPlan board, the tasks will have its deadline and the importance of it. We will also try to program while we talk via Discord or Slack in order to not have error on commits and to solve doubts if someone needs them.

Milestones

Milestones are a way to know how a project is advancing symbolizing an achievement or a point of time. They represent a clear sequence of events that incrementally build up until your project is complete.

Our 4 milestones are thoroughly thought in order to be as more balanced as possible. However, if the weekly sprints are completed as are planned, the milestones will be achieved without any problem.

Concept Discovery

  • Welcome Page
  • General analysis of the original game
  • GDD (Game Design Document)
  • UI Document
  • Audio Bible
  • Art Bible
  • TDD (Tech Design Document)
  • QA Plan
  • Production Plan

Delivery date: 10th March

Vertical Slice

  • Level 1
  • 2 characters (with corresponding abilities)
  • 2 types of enemies
  • 1 boss
  • Minimap
  • Judge
  • Basic UI
  • 2 types of drops
Versions released in this milestone
v0.1, v0.2, v0.3, v0.4

Delivery date: 22nd April

Alpha

  • Shop
  • Level 2, 3, 4
  • 2 characters (with corresponding abilities)
  • 2/3 types of enemies
  • 3 bosses
  • Complete the UI
  • 3 types of drops
Versions released in this milestone
v0.5, v0.6, v0.7, v0.8

Delivery date: 19th May

Gold

  • Fix bugs
  • Polish the game
  • Trailer
  • Gameplay
  • Website
  • Other pending tasks (if it's necessary)
Versions released in this milestone
v0.9, v1.0

Delivery date: 2nd June

Gantt Chart

A gantt chart is a timeline view of your project. It’s a tool that helps you manage all of the different resources, people, and tasks along the way to accomplishing the goal of your project.

You can see the full chart clicking here.

Risk and Contingency List

Starting a project of this magnitude with a team who haven't worked together before is quite risky. So, that's why is important to make a list in order to evaluate possible problems that could happen during the project in order to avoid them.

  • If in a weekly sprint is not achieved what is expected: We must do as much as we can to finish that sprint as soon as possible in order to not postpone the next sprint.

  • If a member of the group doesn't do his tasks: The leader will ask him what's happening, then his tasks will be distributed to every member of the group to be completed. If that person continues the same way, the leader will speak with the teacher.

  • If some feature is harder than expected and it takes a lot of time: We will discuss the issue with the team and get a solution quickly to keep on working on the game.

  • While testing the game we realize that it's not as fun as we thought: We will evaluate why isn't funny and try to change some mechanic to solve the problem.

  • If there's an error in a commit or an unwanted merge: The code before the error will be downloaded and pushed again. To avoid these kind of problem we will use our platforms of communication (HacknPlan, Discord channel) to know what is exactly doing each member.

  • If in a milestone is not achieved what is expected: Some days before the delivery we will realize that we are late, so will have to strive as much as possible to have the work planned finished and deliver it complete.

Record of meetings and log of hours

It's important to evaluate each weekly sprint and identify the postmortems to see the development of our project. So, in order to track all the information about the weekly meetings, a sheet has been created to store the problems, opinions, evaluations of weekly sprints and their postmortems.

You can see the full document clicking here.

In the future, be efficient will be an essential characteristic required to work in this industry. That's why we estimate the hours we think will take us to do a task and then log the real hours taken. This is a method that, at the end of the project, will show the efficiency of every member of the group by calculing the deviation of hours estimated and hours worked for each task.

You can see the full document clicking here.

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