Asset List:
3D
Player ship (finished everything?)– Sam
Enemy ship (finished the model, not the textures)- Sam
Enemy drones (need to finish model and texture) Sam
Canons/guns (need to texture and model) Cameron
The player ships guns needs concept art and reference images, it needs to be modelled and textured. The gun will be attached to the front of the player ship.
Planets (needs to create) Cameron
Menu (built from concepts) – Sam/Cameron
Spotting List

Coding
Done so far:
Camera / turret movement
The analog sticks on the PS4 controller are used to control both the camera and turrets
2 turrets
Menu basics
Shooting – projectiles
Enemies
Enemies are in place to move towards the player ship until they are shot.
Enemy spawning
Enemies randomly spawn at intervals for the player to destroy
Enemy spawn area
Points/score
A points overlay has been added and displays the players points. This also needs tweaking.
Need to do:
Refine points/score
Leaderboards
Death screen
Make sure 2 turrets are working / aligned properly
Look at projectiles being shot from the turrets/guns and not the camera
Camera switch animation? Static? Fade?
Explosions
Enemy counter
Radar
More advanced AI (higher range of movement)
Adapting spawning system (pooling?)
Pixelating music as damage increase
Ship damage
Camera shake
Production Schedule:
Original Production Schedule:

New Production Schedule:

Weeks 13-14
Camera shake
Camera switch animation? Static? Fade?
Explosions
Pixelating music as damage increase
Gantt Chart:
To view the Gantt Chart in more detail, click the link to get a pdf preview (higher quality).
Personal Production Schedule:

Personal Plan:
My Personal Plan is to work with Tom to build the game using the assets and sound created by the rest of the team. This will consist of building a basic working game and coding the game itself.
To do this we will be using the Unity Engine, as it’s live rendering capabilities will prove useful when tweaking and running the game in real-time. I have looked into the live rendering and any research on this can be found here. This also works very well with the Sony Dev Kit, which means that it will be very useful when looking for any issues. To make sure we are both on track, we will be sticking to a production schedule as close as we possibly can as shown above. I have also created an individual production schedule to talk about what I am doing in more detail and make it a bit clearer. These also take into consideration any issues that could appear while developing the game, allowing for some breathing room where possible.
During Week 1 I will be finishing off any outstanding work and helping Sam and Cameron out with anything they need. This is essentially a break to prepare for the following weeks. Week 2 Is when the whole team begin to start working. Tom and I will be making sure the turrets align properly in game. This is so we can see how things will look like from the camera angle when the assets are imported into the game. Of course this is currently a rough look at how things will be put together, but having the alignment sorted early on will greatly help us in the future. We will also be making sure that the 2 turrets on the game will work independently.
Week 3 sees us begin to delve further into the game code. Tom and I will be generating projectiles differently to current. Currently the projectiles are being spawned from the camera, but they need to come directly from the turrets. We have set a week aside for this as we need to make sure that there are no issues with this change, as it could make future tasks more difficult when we get round to doing them.
Week 4 is set aside to adapt the spawning in the game, using methods such as pooling, to optimise the game. We will also be looking into the spawn area to make sure that is working.
Week 5 will be used for the ship damage, as currently there is no way for the player to die. This will lead onto the death screen in Week 8. Weeks 6-7 will be used to look into more advanced AI. This has been a planned feature from the start, so we feel setting 2 weeks aside to get this right is the good decision to make.
Following the death screen in week 8, week 9 will be used to work on a radar, which will show enemies coming from either side of the screen, as well as which turret they are heading to.
Week 10 will be used to refine the points system. This was already an implemented feature but it is not working as intended. This should be a quick fix which will give us an opportunity to jump ahead of schedule for weeks 11 and 12, which are for an enemy counter and a leaderboard screen. The enemy counter will essentially be to tell the player how many enemies are in the play area, in the form of a HUD. In regards to the leaderboard, this will be put onto a different scene, just like a death screen. Hopefully it will only take a week to put together, but by week 12 Tom and I should be ahead of schedule, and will already have started on the leaderboard.
Weeks 13-14 are being put aside to add the little changes. These include adding a camera shake, explosions and other visual effects. This time also allows for us to add some sort of camera switch animation, as well as making it so the more damaged the ship gets, the more pixelated all of the music becomes.
By now, the game should becoming together, with all little additions being implemented. Week 15 is put aside to make the menu info such as the credits, and catch up on any work that we may be falling behind on. This of course will conclude the production schedule for both Tom and Myself.
As shown above, the rest of the team will have already finished their production schedules, the remaining weeks being accompanied by a “-“. This means that they are free to help everyone with anything, be it an issue with their aspect of the game, or to pick up the slack for the team to make sure they are on schedule. I feel any issues I have can be addressed quickly and that the production scheule will allow for me to get the work done both to the highest standard and on time.
