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View Code? Open in Web Editor NEWBTH Large game project 2017
License: MIT License
BTH Large game project 2017
License: MIT License
As a developer I want to research PBR as a replacement for conventional rendering.
As a project lead I want to produce a minimum viable product containing the following:
A simple scene.
A cart that moves.
A camera that follows the cart.
Input for the camera.
As a developer I want to implement scripted transitions between scenes in order to increase the players immersion.
Add a class to represent and asset texture in a project and move Texture2D to Video.
As a requirements engineer I want to implement a unit testing framework.
As a project lead I want to create a pitch.
Fix crash that occurs when importing an FBX exported from Maya.
As a developer I want to research and evaluate available third party physics libraries.
As a player I want the game to look nice.
Prepare for HTB review.
As a game designer I want the camera to be able to rotate.
Create beautiful concept art for great justice.
As a technical artist I want to use a feature rich particle editor.
As a technical artist I want to create immersive audio.
A simple model that can be used as a placeholder until a final version can be produced.
Present the engine so everyone is familiar with it.
The basics:
Download project.
Compile.
Output artefact.
???
Profit.
As a player I want the game to be playable in VR.
A custom binary file format has to be implemented in order to meet requirements.
As a requirements engineer I want to conduct UX testing on the product.
As an engineer I want the main engine components to be separate libraries.
As a technical artist I want to use procedural generation in order to generate levels.
As a player I want to be frightened without observing the adversary.
Travis deployment currently fails to due authorization (still using the old token from the old repository).
In order to meet requirements, the renderer has to be moved into a separate project.
Implement a digital scrumboard in order to reduce efforts needed to maintain it.
Get all the necessary tools:
Repository handler (Github for windows/sourcetree)
Cmake
Visual studio or any other IDE that CMAKE can generate project files for
NotePad++
(Optional but highly recommended) Resharper (get here: https://www.jetbrains.com/student/)
(Optional) DrMemory
(Optional) CppCheck
As a technical artist I want to design a file format that is optimized for the engine.
It should support meshes and animation.
Make Audio subproject
As a scrum I want to create an online project board.
As a technical artist I want to have support for a configurable backend post-processing pipeline.
Implement Catch, see here:
https://github.com/philsquared/Catch
As a player I want to play the game in virtual reality.
As a requirements engineer i want to implement runtime testing using a reference scene or the actual game in order to measure MTTF and other performance/maintenance metrics.
As a player I want to physically manipulate the environment
As a requirements engineer I want there to be a automatic build system that can be used for testing and performance measurements.
The first iteration of the file format needs to support a mesh with vertices and vertice normals.
Do some basic research on how to implement and use physically based rendering.
Add OpenVR as submodule
A thorough review of the Hymn to Beauty engine.
As a player I want to hear sounds in the game.
Prepare for pitch presentation
As a technical artist I want the game to contain blood effects.
For some reason.
Set up Travis and Appveyor for this repository.
Research which physics library to use and how to implement it.
A simple version of the final scene.
A camera has to be attached to the cart entity.
As a requirements engineer I want to implement static analysis in order to keep track of current code quality.
Move the wiki from the old repository to this one.
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