Technical Design Document

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Technical

Design Document

Disposable Entertainment

Version
2
.
2

Position

Title

Name

Signature

Assistant Producer/Level Designer

Philip Riley


Game Designer/Level Designer

Julian
Trutman
n


Lead Level Designer

Jose Nieves


Level Designer

Matt Bonnitt


Level Designer

Jason Sloan


Level Designer

Jason Phillips


Level Designer

Drew Wisniewski


Lead Artist

Jason Eeg


Artist

Katie Sabin


Artist

John Stamos


Artist

Travis Everett


Lead Programmer

Eduardo Lev


Programmer

Brad Johnston





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Document Revisions Table

Version

Description

Requestor

Date

1.0

Initial Document

Professor
s McCoy and Rosemond

7/
5/2011

2.0

Added new game components and
updated risk analysis

Professors
Rosemond and Stringer

8/22/2011

2.1

Incorporated instructor feedback
throughout

Professors Rosemond and Stringer

10/6/2011

2.2

Updated End Product section to
match the current state of the game.
Updated component descriptions

page 16
, and added Issue
Manager
tutorial

page 28
.

Professors Clune and Stringer

12/
9
/2011















































































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Table of Contents

Table of Figures

................................
................................
................................
................................
.............

6

Project and Motivation

................................
................................
................................
................................
.

7

Scope

................................
................................
................................
................................
.........................

7

End Product

................................
................................
................................
................................
...............

8

Gameplay

................................
................................
................................
................................
..................

8

Game objects

................................
................................
................................
................................
............

9

HUD and GUI

................................
................................
................................
................................
.............

9

Menu Systems

................................
................................
................................
................................
.........

10

Deliverables
................................
................................
................................
................................
.................

10

System Requirements

................................
................................
................................
................................
.

10

Target System

................................
................................
................................
................................
.........

10

Minimum

................................
................................
................................
................................
.................

10

Peripheral:
XBOX 360 ControllerRecommended

................................
................................
...................

10

Development System

................................
................................
................................
..............................

11

Resource Budget

................................
................................
................................
................................
.........

12

CPU Execution Time Estimate

................................
................................
................................
.................

12

Memory Utilization Estimate

................................
................................
................................
..................

12

Assets Budgets Estimate

................................
................................
................................
.........................

12

Art Assets Budgets Estimate

................................
................................
................................
...................

12

Technology Sources

................................
................................
................................
................................
....

14

Acquired Technology and External Tools

................................
................................
................................

14

Art Creation

................................
................................
................................
................................
.........

14

Level Design

................................
................................
................................
................................
........

14

Software Engineering

................................
................................
................................
..........................

14

Miscellaneous

................................
................................
................................
................................
.....

14

Components

................................
................................
................................
................................
................

16

Component Descriptions with Risk Assessments

................................
................................
.......................

17

Software Configuration
Management

................................
................................
................................
........

19

Naming Convention

................................
................................
................................
................................

19

Category/File Formats
................................
................................
................................
.............................

19

Build Plan

................................
................................
................................
................................
................

19

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Backup Routines
................................
................................
................................
................................
......

20

Coding Standards

................................
................................
................................
................................
....

20

Version Control

................................
................................
................................
................................
.......

21

How to Use TortoiseSVN

................................
................................
................................
.....................

21

Quality Assurance

................................
................................
................................
................................
...

27

Component Testing

................................
................................
................................
.............................

27

Integration Testing

................................
................................
................................
..............................

27

Kleenex Test Plan

................................
................................
................................
................................

27

Bug Tracking

................................
................................
................................
................................
........

27

Questionnaire

................................
................................
................................
................................
.....

29

Tutorials

................................
................................
................................
................................
......................

33

Advanced Scripting


UnrealScript
................................
................................
................................
..........

33

Unreal Script Setup

................................
................................
................................
.............................

33

Basic
Script Example

................................
................................
................................
...........................

33

Advanced Script Example

................................
................................
................................
....................

33

AnimTree

................................
................................
................................
................................
.................

33

Creating Custom AnimTrees

................................
................................
................................
...............

33

AI

................................
................................
................................
................................
.............................

33

AI Navigation

................................
................................
................................
................................
.......

33

AI: Pawns and Controllers

................................
................................
................................
...................

33

Basic Scripting


Kismet

................................
................................
................................
..........................

33

Kismet

................................
................................
................................
................................
.................

33

Build

................................
................................
................................
................................
........................

33

SVN Setup and Usage

................................
................................
................................
..........................

33

UDK Build Process

................................
................................
................................
...............................

33

Character Set
-
up

................................
................................
................................
................................
.....

33

Characters: Creating and Setting Up Custom Characters

................................
................................
...

33

Installer

................................
................................
................................
................................
...................

33

Creating a UDK
Installer

................................
................................
................................
......................

33

Import/Export of Assets

................................
................................
................................
..........................

34

Importing Mesh and Animations into UDK

................................
................................
.........................

34

Lighting

................................
................................
................................
................................
....................

34

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Lighting

................................
................................
................................
................................
................

34

Materials

................................
................................
................................
................................
.................

34

UDK Material Editor

................................
................................
................................
............................

34

Physics/Collision

................................
................................
................................
................................
......

34

Collisions

................................
................................
................................
................................
.............

34

Physics Asset Tool

................................
................................
................................
...............................

34

Physics Vo
lumes

................................
................................
................................
................................
..

34

Physics Constraints

................................
................................
................................
.............................

34

Particle Effects

................................
................................
................................
................................
........

34

Particles: Importing a Custom Weapon Particle

................................
................................
.................

34

Particles: Creating a Signal Flare

................................
................................
................................
.........

34

Matinee

................................
................................
................................
................................
...................

34

Matinee

................................
................................
................................
................................
...............

34

Terrain

................................
................................
................................
................................
.....................

34

UDK Terrain Basics

................................
................................
................................
..............................

34

UI/HUD

................................
................................
................................
................................
....................

35

HUD: Adding Functional
ity

................................
................................
................................
..................

35

UPK

................................
................................
................................
................................
..........................

35

UPK

................................
................................
................................
................................
......................

35

Weapon Set
-
up

................................
................................
................................
................................
.......

35

Weapon Setup
................................
................................
................................
................................
.....

35

Weapons: Exporti
ng, Importing, and Implementing Custom Weapons

................................
.............

35




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Table of Figures


Figure 1
-

Gameplay elements

................................
................................
................................
......................

9

Figure 2
-

PCU Functions

................................
................................
................................
...............................

9

Figure 3
-

Pickup descriptions and functions

................................
................................
................................

9

Figure 4
-

HUD elements

................................
................................
................................
...............................

9

Figure 5
-

BRIG

deliverables

................................
................................
................................
........................

10

Figure 6
-

Estimated CPU Execution Time

................................
................................
................................
...

12

Figure 7
-

Estimated RAM Utilization

................................
................................
................................
..........

12

Figure 8
-

Estimated Assets Budget

................................
................................
................................
............

12

Figure 9
-

Estimated Art Assets Budget

................................
................................
................................
.......

13

Fi
gure 10


Art Tools

................................
................................
................................
................................
...

14

Figure 11


Level Design Tools

................................
................................
................................
....................

14

Figure 12


Software Engineering Tools

................................
................................
................................
.....

14

Figure 13


Misc Tools
................................
................................
................................
................................
.

15

Figure 14
-

Game Components Diagram

................................
................................
................................
.....

16

Figure 15
-

BRIG

Game Risk Assessment

................................
................................
................................
.....

17

Figure 16
-

Player Risk Assessment

................................
................................
................................
.............

17

Figure 17
-

HUD Risk Assessment
................................
................................
................................
................

17

Figure 18
-

PCU Risk Assessment

................................
................................
................................
................

18

Figure 19
-

Herder Risk Assessment

................................
................................
................................
............

18

Figure 20
-

Enemies Risk Assessment

................................
................................
................................
.........

18

Figure 22


AI Factory Risk Assessment

................................
................................
................................
......

18

Figure 24: Herder Nodes Risk Assessment
................................
................................
................................
..

19

Figure 25


File format types

................................
................................
................................
......................

19

Figure 26


SVN Checkout Command

................................
................................
................................
.........

21

Figure 27


SVN Checkout Command

................................
................................
................................
.........

22

Figure 28


SVN
Checkout Dialog

................................
................................
................................
................

22

Figure 29


SVN Update

................................
................................
................................
..............................

23

Figure 30


SVN Add

................................
................................
................................
................................
....

23

Figure 3
1


SVN Figure 32Commit Command

................................
................................
.............................

25

Figure 33


SVN Commit Dialog

................................
................................
................................
..................

25

Figure 34


Adding an issue to Issue Manager

................................
................................
...........................

28



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Project and Motivation

BRIG provides several avenues of technical interest. As a survival horror game, it invo
lves a large amount
of AI work
-

required to give the enemies a realistic fe
el. The AI implementation is a challenge that has
no definite solution; its quality and
feel
continue
s

to improve as the team works on it.

Another interesting item on the technical side is the interaction between the player’s tools, the AI and
the environm
ent,
and specifically

the herders.

The herders affect the players and most of the enemies
in the same way, so the AI must have similar reactions and awareness to changes in the herders’ state.

One of the main objectives for the programmers on the team is
to expose as much functionality as
possible to the level editor and Kismet scripts, so that level designers can fine
-
tune the use of
UnrealScript components to their exact needs.

Thus, the level designers can create complex events, and
mechanics with little extra programmer help.

Scope

As stated in the previous section, the most significant technical challenge by far is the AI
implementation.

The programmers expect

to dedicate

ro
ughly half of the total programming
man hours
on the game
to

AI.

Other functionality in the game consists mostly of well
-
understood problems, where
the implementation take
s

a limited, but still significant, amount of work.

Initially, t
he programmers
plan
to
focus on getting the basic game mechanics up and running.

These
mechanics include the functionality of at least
the basic puzzle mechanics, the different weapon
functionalities, player movement, and camera controls
. Once these components are at least f
unctional
and usable, the team
plans to

implement the first iteration of the inmates’ AI.

After this first iteration,
programmers
plan

to iterate on all components, implementing derived components (such as other
enemies) and giving particular focus to imp
roving the AI’s quality.

During the first weeks of the project, the programmers
plan to create

the groundwork for HUD and
interface implementation.

The team
anticipates

implement
ing

the HU
D using Flash and ActionScript,
with the bulk of this work assigned
to the
Level

Designers
.

The team implemented a

completed HUD
by
Vertical Slice
.

The later stages of the project consist
s

of polishing (again, with special focus given to AI) and
implementation of non
-
critical features, such as
HUD on weapon functionality,

improved camera
control, better player movement, and PCU extra damage mini
-
game
.



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End Product

The final product for BRIG is a third
-
person survival horror game with puzzle elements. The player
controls a mysterious prisoner who needs to traverse a
deep
-
space asylum filled with deadly traps and
bloodthirsty inmates. All inmates in the asylum wear collars that interact with security checkpoints,
known as “herders”, which will kill them if they step outside of designated safe zones. The player steals

a control unit from a dead guard, and uses it to manipulate the herders and make a path through the
level.

Gameplay

Mechanic

Description

Technical Detail

Movement

Movement allows the player to move
around the game space and direct
the orientation of the
camera.

Movement follows precedents established by
existing horror action games. Players use the left
analogue stick to direct the character’s motion
and the right analogue to orient the camera.

Attacking

Attacking enables the player to
confront one or m
ore adversaries by
using the Prisoner Control Unit to
choke or push other prisoners. The
player can
also
engage in hand
-
to
-
hand combat.

By holding down the left trigger, players go into
aiming mode. While aiming the player can move
the camera but cannot w
alk. While aimed at a
prisoner the player can activate the choke ability
by hitting the right trigger, or the push ability by
tapping the right bumper.

The player can use a
melee attack by pressing the B button.

Interact

Interacting enables the player to

perform actions on the environments
like hit buttons, open doors, repair
herders, and other scripted actions.

Tapping the X Button while near a point of
interaction triggers a pre
-
scripted event. Events
may include interaction such as pushing buttons,
ex
amining objects, opening door.

Herder
s

Player must always remain within the
boundaries of a herder. Failure to do
so results in death. Players may
control various forms of herders with
the Prisoner Control Unit.

Herders create a radius of effect around
their
center in which prisoners are safe. When
prisoners leave the herder’s safe zone, a timer
activates. If the prisoner is unable to return to a
herder’s save zone with the allotted time, the
prisoner dies.

Gates

Prisoner’s lockdown collars
temporaril
y deactivate when passing
through a gate. For a short time,
prisoners do not need to be within
the radius of a herder.

Passing through a gate disables prisoner’s collars
for a short time. Therefore, within gated areas
the Prisoner Control Unit has no eff
ect on
prisoners.

Health

Health represents the amount of
damage the player can take before
death. Players may regain health by
interacting with Health
Stations
.


The
player must explicitly activate the
station using the Interact mechanic.

Prisoner 8896
Heath(Full Health) = 100 HP

Player’s health cannot exceed max health.


Min Health (Death) = 0 HP

If player’s health reaches 0, the player dies.



Ammo

Ammo indicates the number of spare
batteries the player has if the
Prisoner Control Unit overheats.

If the Prisoner Control Unit overheats, the player
must replace the burnt
-
out battery with a new
one from his inventory. The player can carry up
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to 5 additional batteries at a time. If the Prisoner
Control Unit overheats and the player has no
battery to
replace it,
the PCU enters an
emergency state, wherein it overheats much
more quickly.

Figure
1

-

Gameplay elements

Game objects



Player


includes third person camera and controls



PCU



Prisoner Control Unit

Function

Behavior

Choke

Immobilizes a single targeted prisoner for a variable length of time.

If choked for long
enough, the prisoner dies.

Pulse

While choking an inmate, the player enters a skill
-
based minigame. Each time the
player succeeds, the inmate takes extra dama
ge and is immobilized immediately.

Push

Knocks back a group of enemies in a cone of effect.

Activate
Herder

Interacts with a single targeted herder.

Figure
2

-

PCU Functions



Pickups

Pickup

Description

Function

Health Pack

Restores a portion of the player’s
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m慸aU敡汴栮

Power Cell

Recharges the Prisoner Control
Unit after it overheats.

Adds one power cell to the
player’s hub, recharges the PCU
楦⁩琠
ov敲e敡e献

Figure
3

-

Pickup descriptions and functions

HUD and GUI

Figure
4

-

HUD elements

HUD

Indicator

Description

Behavior

PCU Heat

sink

Sloping bar in the lower
right hand corner

Shows the PCU’s
current temperature.

Fills up the bar as the
player
takes successive
action with the PCU.

Power Cells

Small icon and number

below the PCU Heat
sink

Indicates the number of
extra power cells
available.

Number increments and
decrements as the
player picks up or uses
power cells.

Health

Sloping bar in the lo
wer
left hand corner of the
screen.

Displays the players
max, min and current
health.

Fills up as the player
gains health, and
depletes as the player
looses health.

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Menu Systems



Main menu

o

New game

o

Load game

o

Credits

o

Exit



Pause menus

o

Load game

o

Save game

o

Settings

o

Exit

Deliverables

The deliverables for the game will in
clude the installer executable
, readme file and trailer. Assorted
marketing materials such as posters will be included on the disc.

Asset


Description

UDKInstall
-
BRIG.exe

Installer

DefaultBRIG.ini

Custom configuration settings

Readme.txt

Basic usage instructions

Figure
5

-

BRIG

deliverables

System Requirements

Target System

Minimum



Processor:
Intel Pentium 4 1.3 GHz or AMD Athlon XP 1500



Memory:
2
GB or more of RAM



Hard Drive:

7

GB free hard drive space



Video Card:
NVIDIA® GeForce® FX or ATI Radeon™ 9500 video card or better



Operating System:
Windows XP 32bit (SP3)


Peripheral:

XBOX 360
Controller
Recommended



Processor:
Quad
-
core processor, such as the Intel
i5
or
AMD Phenom II



Memory:
4 GB RAM



Hard Drive:
7

GB free hard drive space



Video Card:
NVIDIA

GTX 460

or

better,

ATI Radeon HD 4600 or better



Operating System:

Windows 7



Periphera
l:

XBOX 360 Controller

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Development System



Processor:
Intel dual
-
core 2.4GHz



Memory:
8

GB RAM



Hard Drive:
451 GB Hard Drive



Video Card:
ATI Mobility Radeon HD 5870 with 2778 MB RAM



Operating System:
Windows 7 Ultimate Edition (64
-
bit)



Software:
Unreal Dev
elopment Kit

June 2011
, Photoshop

CS5
, Autodesk 3DStudio Max

2011



Peripheral:
Keyboard, Mouse, XBOX 360 Controller



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Resource Budget

CPU Execution Time Estimate

Th
is

estimate
hinges

upon

the
predicted
complexity and level of usage of each system.

System Name

Execution Time (ms)

Input

0.5

Gameplay

1

Physics

1

Artificial Intelligence

0.5

Sound Engine

0.5

Animation

0.5

Lighting

1.5

Particle Effects

1

Rendering

10

Total

16.5

Figure
6

-

Estimated CPU Execution Time

Memory Utilization Estimate

The
document bases the memory utilization
estimate
upon the predicted number and size of assets
.

Subsystem

Memory Usage

Source Code

3 MB

Levels

600 MB

Models

250 MB

Textures

300 MB

Game State

2 MB

Total

1155 MB

Figure
7

-

Estimated RAM Utilization

Assets Budgets Estimate

This document bases the
asset budget estimate on
testing through trial and error the amount of
polygons the UDK engine is capable of rendering.

Object

Instances

Polygons (per Object)


Max Polygons

Character

1

15000

15000

Enemies

2




8000

80000

Environment

25


150




1000

1
50000

Weapons

1

5000

5000

Total



2
43000

Figure
8

-

Estimated Assets Budget

Art Assets Budgets Estimate

These

guideline

estimates are theoretical, and on a
per case

basis.

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Type

Max

Model

8000 polygons

Hi Resolution Textures

2048 x 2048 pixels

Low Resolution Textures

512 x 512 pixels

Dynamic Lights

20

Figure
9

-

Estimated Art Assets Budget



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Technology Sources


Acquired

Technology and External Tools


Art Creation

Tool

Description

Autodesk 3DS Max 2011

Used to create
original models and animations.

Autodesk Mudbox 2011

Used to facilitate the modeling process.

Adobe Photoshop CS5

Used to create and modify textures and materials.

ActorX

Plugin for 3DSMax used to export character
animations.

ZBrush

Adding high detail
onto meshes

Figure
10



Art Tools


Level Design

Tool

Description

Google Sketch
-
up


Used to prototype various initial level concepts
before the game level goes into full production.

UDK Editor

Editor used to create levels

Kismet

Scripting language provided by UDK in order to script
necessary events and gameplay in levels

Adobe Flash CS5

Used to create HUD assets

Figure
11



Level Design Tools


Software Engineering

Tool

Description

Microsoft

Visual
Studio

The IDE used to develop all code on the project.

Pixel Mine nFringe

Integrates with Visual Studio and facilitates the
development of unreal script code while providing
support for syntax highlighting and code navigation.

Unrealscript

Scripting lan
guage used to interact with the UDK
engine.

Figure
12



Software Engineering Tools


Miscellaneous

Tool

Description

Unreal Development Kit (
June 2011
)

The game engine and framework that Io is built on.

Microsoft Excel

2010

Used
to manage asset lists and the product backlog.

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Tortoise SVN

Serves as a shared, collective repository with
support for sub
-
versioning and reversion.

Issue Manager

Bug Tracking database and management system.

Microsoft Word 2010

Used for document
creation

RAD Video Tools

Used to create videos to play inside the game

Microsoft Expression 2010

Used to create game trailers

Figure
13



Misc Tools



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Components



Figure
14

-

Game Components Diagram



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Component Descriptions with Risk Assessments


Name
:

BRIG Game

Description:

Holds current information on Herders, player statistics, and level events.

Impact:

High

Probability:

Low

Visibility:

Low

Mitigation:

No mitigation needed.

Current Status:

Complete

Figure
15

-

BRIG

Game Risk Assessment

Name
:

Player

Description:

Holds the stats of the player such as: health, ammo (if needed), location, etc.
Manages the player input and player physics. Holds camera positioning calcul
ation
here. This component brings together several critical functions, such as player
animations and camera control, whose implementation entails large amounts of
work, so it is probable that extra time will be required.

Impact:

High

Probability:

High

Visibility:

High

Mitigation:

Work on player early and often. This component is a top priority. The player
experiences the game through this window.

Current Status:

Complete, needs polish

Figure
16

-

Player Risk Assessment

Name
:

HUD

Description:

Displays the health of the player, weapon ammo (if necessary), and anything else we
need to communicate to the player.

Events: Damage Taken, Weapon Fired. HUD
update.

The HUD is implemented in 3D on the player’s model, so it is more difficult
than usual on
-
screen HUD implementations.

Impact:

High

Probability:

Medium

Visibility:

High

Mitigation:

Familiarizing of Flash assets is one of the highest preproduction prio
rities.

Current Status:

Complete, needs polish

Figure
17

-

HUD Risk Assessment

Name
:

PCU

Description:

The PCU contains weapon cooldown state, physics for pushing other inmates, and
some HUD updating code.

This is a central
component for the player’s interaction
with the game, and as such will require large amounts of iteration and refinement.

Impact:

High

Probability:

High

Visibility:

High

Mitigation:

Gameplay centers around the features of the PCU.
As such, an early, high
-
quality
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implementation of the PCU is essential in fun factor testing.

Current Status:

Complete, needs polish

Figure
18

-

PCU Risk Assessment

Name
:

Herder

Description:

Contains herder
activation/deactivation logic. This component
is at the center of

the
game’s puzzle dynamics
, so any problems have a large impact on the player’s
experience.

Impact:

High

Probability:

Low

Visibility:

High

Mitigation:

No Mitigation needed

Current
Status:

Complete, needs visual polish

Figure
19

-

Herder

Risk Assessment

Name
:

Enemies

Description:

This component controls enemy states, physics, and actions at an individual level.
Enemy behavior has a large impact on the play
er’s experience, so polishing the AI
requires constant iteration.

Enemy types include berserkers who blindly charge at the
player, stalkers who attempt to circle around and attack from behind, and the boss,
which is almost unaffected by the PCU.

Impact:

High

Probability:

High

Visibility:

Low

Mitigation:

The enemy AI and Pawn classes are highly important. It is essential to complete basic
behavior after Proof of Tech, and more advanced behaviors over the break.

Current Status:

Functional, AI polish sti
ll needed

Figure
20

-

Enemies

Risk Assessment

Name
:

AI Factories

Description:

Contains specialized logic for enemy spawning. Most functionality for this component
already exists in the engine.

Impact:

High

Probability:

Medium

Visibility:

Low

Mitigation:

Work on prototype spawning early and often to ensure consistent functioning before
any major gameplay milestone.

Current Status:

Complete

Figure
21



AI Factory

Risk Assessment

Name
:

Herder Nodes

Description:

Contains herder logic for use in Kismet.

This functionality includes the ability to toggle
herders, manage the state of inmates’ collars, and respond to BRIG
-
specific events,
namely toggling herders and choking inmates.

Impact:

High

Risk
Pr
obability:

Low

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Visibility:

High

Mitigation:

Complete early in the project to make any problems evident. This functionality is
critical for LDs to be able to control the flow of gameplay.

Figure
22
: Herder Nodes Risk Assessment

Software Configuration Management

Naming Convention

All files
follow this naming convention:

BG_AssetType_Name00_Description.


For example,
name
a
player diffuse texture
as

BG_Texture_Player_Diffuse
, and name

a
column
static mesh
as

BG_StaticMesh_Column01.

Category Tag

Description

BG_SkelMesh

Skeletal Mesh

BG_StatMesh

Static Mesh

BG_Texture

Texture

BG_Material

UDK Cascade material

BG_Sound

Sound file

BG_SoundCue

UDK sound cue

BG_AnimSet

UDK animation set

BG_AnimTree

UDK animation tree

BG_PhysAsset

UDK skeletal mesh physics asset

BG_Particle

UDK particle effect

BG_Decal

Decal


Category/File Formats

File Extension

Example File

Example Usage

.exe

CrystalSpaceInstaller.exe

Crystal Space Installer

.uc

BG_Game.uc

Custom UnrealScript

.max

BG_Env_Window.max

Model created by 3DS Max

.fbx

BG_Env_Window.fbx

Exported format used by UDK

.mud

BG_Env_Window.mud

Format created by Mudbox

.psd

BG_Env_Window_diffuse.psd

Diffuse texture for the environment asset, window

.psk

BG_Pawn_Black_Attack.psk

Animation attached to a specific bone structure

.u

BRIG.u

Compiled UnrealScript for CrystalSpace

.udk

BG_Level_Sandbox.udk

Mapfile created by UDK

.upk

BG_Pawn_Black.upk

Storage of all Mainframe related assets

Figure
23



File
format types

Build Plan

One week before the build is due, lock a
ll assets for the build
.

Complete all

essential bug fixes one
session before the build is due.

The lead programmer

update
s

the local working copy to the latest
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repository version and ensure
s

no conflicts or outstanding showstopper bugs.

The lead programmer
cook
s

the final build and creat
es

the installer for the milestone.

Backup Routines



Each team member keeps an updated working copy of the project on his or her laptop
.



Each team member
copies the

working copy every day to an external flash drive.



Each week, each team member
performs a backup

on an external hard drive outside the studio.



The team
utilizes

an SVN repository on the Guildhall server, which
serves

as another remote
backup.



In

case of computer failure, the team member obtain
s

a default image for
his or her laptop
and
restore
s

the most up
-
do
-
date backup.

Coding Standards

Programmers strive for inherently clear and readable

code
, without a need for excessive comments.

Comments
c
larify

whenever the purpose of a piece of code is not immediately evident.

If an entire
function is unclear or has a side effect that is

no
t evident
,

block comments beginning with /**

reside

above the function.

This
causes

the comment to appear in tooltip
s
within UDK.

Programmers
should
attempt to write code that is naturally efficient, particularly when writing routines
that might execute

many times per frame.

Efficiency is not such an important consideration when
writing one
-
time code such as loading cod
e or menus.

Code structure should closely resemble that of native
UnrealScript

code, including capitalization and
brace placement.

However, the use of Hungarian notation is optional.

Class

variables start with a capital
letter, and function local variables start with lowercase.



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Version Control

How to Use TortoiseSVN

Check
-
Out

1. Create a directory you want to serve as your local working directory.

2. Right click on the root folder of this

directory to and select SVN Checkout.

3. Enter "
http://gh
srv.ecsrv.smu.edu/svn/c15_Team_John_Stamos
/
" into the URL text box.

4. Enter the location of your working directory into the
Checkout Directory text box (this should be the
default).

5. Click OK to download all project files to your local working directory.

6. Enter in the user name and password you selected and click the checkbox to save your password in
the future.



Figure
24



SVN Checkout Command


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Figure
25



SVN Checkout Command


Figure
26



SVN Checkout Dialog


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Update

1. Right click on the root folder of your working directory.

2. Select SVN
Update.



Figure
27



SVN Update


Add File or Folder

1. Move the file to the correct location in your local working directory.

2. Right click on the file to open up the menu.

3. Select TortoiseSVN.

4. Select Add.



Figure
28



SVN Add

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Commit

1.
SVN Commit

adds

the file to the repository and
allows
others to access
updated files
.

2. Right click on the file or folder to commit.

3. Select SVN Commit.

4. Enter comments detailing the changes.

5. Make sure

to check

all the files to add or commit to the repository.

6. Click OK.



Figure
29



SVN Figure
30
Commit Command



Figure
31



SVN Commit Dialog

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Conflicts

Occasionally,
conflicts

occur and
SVN flags all
the files involved with yellow caution icons. SVN creates
three files when a conflict occurs:



<filename>.< extension >.r<old revision #>

o

This is the original file prior to any changes.



<filename>.<extension>.mine

o

This is
the file with only your changes.



<filename>. <extension>.r<new revision #>

o

This is the current version of the file from the repository.

SVN appends the conflicted

files with .mine and .r<new revision #>.


Conflict Resolution

1.
Examine

both versions of the

file and decide which version to keep.

2. Right click the file in the update log and choose “Resolving using their file” to keep the file currently in
the repository, or “Resolve using my file” to keep your local working copy.

3. Incorporate changes from
the version you decided not to keep (if any).

4. Right click the file and select TortoiseSVN
-
> Resolved.

5. Finally, right click the file and select TortoiseSVN
-
> SVN Commit.


Change Log

1. Right
-
click a file.

2. Select TortoiseSVN.

3. Select Show log.

4
. The top table shows:

a. The revision number.

b. The action taken.

c. The author of the changes.

d. When the file was last committed.

e. Any notes the author left describing their changes.



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Quality Assurance

Component Testing

Team members must fully tes
t their work before committing it to the repository.

After testing, they
update their working copy to the latest repository version. If any components change, they repeat all
tests.

If no issues arise in any of these tests, then
they commit the work
.

After committing, team
members test once more for possible issues.

Integration Testing

Integration takes place during the two days before each sprint milestone.
The build master leads
integration testing
.
During this period, integration testing requires

that e
very member of the team play
BRIG
from beginning to end twice.
The team identifies and fixes any showstopper bugs
.
The team logs
o
ther bugs appropriately in Issue Manager.

Milestone

Test Date

Vertical Slice

09/28/2011

Alpha

10/27/2011

Beta

11/16/2011

RTM

11/30/2011


Kleenex Test Plan

The team will carry out Kleenex tests at the end of each milestone.


Each Kleenex test
utilizes

a forward
observer and a real observer. Forward observer
s

note tester’s expressions, posture, and other reactions
to the game. Rear observer
s

note relevant gameplay choices testers make. Team members rotate
responsibilities during each Kleenex session.
Team members greet t
esters before gameplay and thank

them

for participating when they finish. Kleenex testers fill out the
q
uestionnaire after completing
gameplay.

Bug Tracking

All members of the team use Issue Manager to report bugs, a browser
-
based issue tracking software.

From Alpha onwards
, team members mu
st enter major issues with this software.

This prevents “word
-
of
-
mouth” bug reporting and makes sure problems are documented and accessible.

It also helps in
notifying the correct developer to resolve and/or fix any problems.

The Lead Programmer updates

and checks t
he Issue Manager every work session
for
any new bugs or
problems discovered by the team.

Team members discuss these bugs

each work session. After fixing,
the

lead relevant to the bug’s nature

verifies the fix
.

The Lead Programmer closes r
esol
ved

issues
. Each
issue
receives a priority
. Severe bugs
have

the highest priority,
and
thus are first to be fixed and minor
bugs
have

the lowest on the priority list.

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How to Use Issue Manager

Access the Issue Manager

Navigate your web browser to
:
http://ghsrv3.ecsrv.smu.edu/thebrig/Login.asp
.

Login with the
credentials issued by IT (Loren Matthis)
. Your username is the username you use for your SMU email.
Your default password is your SMU ID#.

View Your Issues

Select the “Assigned to me” link from

the Bookmarks box. A table will appear showing all issues that are
assigned to you.


Add a New Issue

Select the “Add New Issue” link. The following screen will appear:



Figure
32



Adding an issue to Issue Manager

Give your issue a clear name, then document the issue and a clear set of steps to reproduce it. Assign it
a priority and leave the status as “Open”. In the “Version” field, enter the current stage of the game

Click “Add” to add your issue to the tracking
system.

Mark Your Issue

When the status of an issue changes, click its name in the Issue List, then change its status to the
appropriate one and select the “Tested” or “Approved” checkboxes if necessary. Document the reason
for the change in the Response f
ield.


Close an Issue

When an issue has been resolved, set its status to Closed.


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Questionnaire



November

4
, 201
1

BRIG

Mark all that apply:

Student







Game Industry


Other



Please circle one:

Male


Female



Mark all that apply:

PC Gamer


Console Gamer


Casual Gamer


Facebook Gamer

Non
-
Gamer




Do you play
survival horror

video games?



Not at all


Rarely


Sometimes


Often















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Do you play other
casual
video games? Example: Farmville, IPod Games, ext.



Not at all


Rarely


Sometimes


Often















How many times did you die?

0



1
-
2



3
-
5



5+



How fun was
BRIG
?


(least)


1


2


3


4


5


6


7


8


9


10



(most)


What was fun and what was not fun?


________________________________________________________________________


________________________________________________________________________


How difficult was
BRIG
?


(least)


1


2


3


4


5


6


7


8


9


10



(most)


What was difficult and

what was easy?


________________________________________________________________________


________________________________________________________________________


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Please summarize what you thought the story of
BRIG

was?


_________________________________
_______________________________________


________________________________________________________________________



What did you like the most about
BRIG
?


________________________________________________________________________


________________________________________________________________________



What did you like the least about
BRIG
?


________________________________________________________________________


__________________________________________________________________
______



What would have made
BRIG

more fun to play?


________________________________________________________________________


________________________________________________________________________


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How did you feel about the enemies?


_________________
_______________________________________________________


________________________________________________________________________



How did you feel about the
main character (
BRIG
)
?


________________________________________________________________________


________________________________________________________________________



How did you feel about the
environment
?


________________________________________________________________________


_________________________________________________________________
_______



How did you feel about the
choking

mechanics?


________________________________________________________________________


________________________________________________________________________



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Tutorials

Advanced Scripting


UnrealScript

Unreal

Script Setup


http://wiki.guildhall.smu.edu/index.php/UnrealScript_December_2010

Basic Script Example


http://wiki.guildhall.smu.edu/index.php/UnrealScript_Game_Mod_Basic_Example_December_2010

Advanced Script Example

http://wiki.guildhall.smu.edu/index.php/UnrealScript_Advanced_Game_Mod_Example_December_201
0

AnimTree


Creating Custom AnimTrees

http://wiki.guildhall.smu.edu/index.php/Creating_Custom_AnimTrees_December_2010

AI

AI Navigation

http://wiki.guildhall.smu.edu/index.php/AI_Naviga
tion

AI: Pawns and Controllers

http://wiki.guildhall.smu.edu/index.php/AI:_Pawns_and_Controllers

Basic Scripting


Kismet

Kismet

http://wiki.guildhall.smu.edu/index.php/Kismet_(Dec_2010_UDK_Beta)_(Jan_2011)

Build

SVN Setup and Usage

http://wiki.guildhall.smu.e
du/index.php/SVN_Setup_and_Usage

UDK Build Process

http://wiki.guildhall.smu.edu/index.php/UDK_Build_Process_December_2010

Character Set
-
up

Characters: Creating and Set
ting Up Custom Characters

http://wiki.guildhall.smu.edu/index.php/Characters:_Creating_and_Setting_Up_Custom_Characters

Installer

Creating a UDK I
nstaller

http://wiki.guildhall.smu.edu/index.php/Installer

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Import/Export of Assets

Importing Mesh and Animations into UDK

http://wiki.guildhall.smu.edu/index.php/Importing_Mesh_and_Animations_into_UDK

Lighting

Lighting

http://wiki.guildhall.smu.edu/index.php/Lighting_udk_ver._7637

Materials

UDK Material Editor

http://wik
i.guildhall.smu.edu/index.php/UDK_Material_Editor

Physics/Collision

Collisions

http://wiki.guildhall.smu.edu/index.php/Collisions_December_2010

Physics Asset Tool

http://wiki.guildhall.smu.edu/index.php/Physics_Asset_Tool_December_2010

Physics Volumes

http
://wiki.guildhall.smu.edu/index.php/Physics_Volumes_December_2010

Physics Constraints

http://wiki.guildhall.smu.edu/index.php/Physics:_Constraints_Decemeber_2010

Pa
rticle Effects

Particles: Importing a Custom Weapon Particle

http://wiki.guildhall.smu.edu/index.php/Particles:_Importing_a_Custom_Weapon_Particle

Particl
es: Creating a Signal Flare

http://wiki.guildhall.smu.edu/index.php/Particles:_Creating_a_Signal_Flare

Matinee

Matinee

http://wiki.guildhall.smu.edu/index.php/Matinee

Terrain

UDK Terrain Basics

http://wiki.guildhall.smu.edu/index.php/UDK_
Terrain_Basics

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UI/HUD

HUD: Adding Functionality

http://wiki.guildhall.smu.edu/index.php/HUD:_adding_functionality

UPK

UPK

http://wiki.guildhall.smu.edu/index.php/UPK_2010
-
12_(Jan_2011)

Weapon Set
-
up

Weapon Setup

http://wiki.guildhall.smu.edu/index.php/Weapon_Setup

Weapons: Exportin
g, Importing, and Implementing Custom Weapons

http://wiki.guildhall.smu.edu/index.php/Weapons:_Exporting,_Importing_and_Implementing_Custo
m_
Weapons