PUBLIC: Project Schedule -- Ugly Baby Prototype
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Note: THIS IS A VERY TENTATIVE INTERNAL SCHEDULE. Normally, we wouldn't share something this tentative with the world, because it sets expectations, but what the hell. Let's be more transparent.
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See also project doc here: http://tinyurl.com/UglyProjectDoc
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Draft nondisclosure and contractor agreement.Jan-26Jan-30
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Sign nondisclosure agreement in blood.
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Sign contractor agreement in someone else's blood.
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Do a quick review of this document with Ichiro.Jan-30Jan-30
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Phase 1: Ramp-upJan-30Feb-3
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Obtain Steam keys for Awesome, Ugly Baby for team.
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Play a few games of Awesome and Ugly Baby. Then forget all of it.
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Grab Ugly Baby + inspiration videos from Ichiro, and watch 'em.
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Talk to Ichiro about Ugly Baby goals & Awesome framework.
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Obtain the Nov-11 dated Awesome framework (source).
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Obtain the Aaaaa! level editor from Ichiro, and briefly experiment with it.
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Branch Awesome framework to a disposable test branch.
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Experiment freeform-ly with movement/level/catalog/audio/whatever.
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Chat with Ichiro about objectives, questions.
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Discuss Awesome framework with Yilmaz, if questions arise.
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Deliverable: Deploy a build of experiments to Dejobaan.Feb-6Feb-6
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Investigate Unity -> Python FFT or Python-standalone FFT for Phase 3. (Can FFT analysis be done in Python easily?)
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Fireside chat with Ichiro: retrospective + planning.
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Phase 2: Proof-of-conceptFeb-6Feb-10
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Obtain the Feb-12 dated Awesome framework (source code).
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Create a bare-bones song file select dialog from the main menu.
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Tie into Python script/exe execution.
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Run Python-created .CAD level file.
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Begin music play once player descends below a certain altitude.
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Sync player altitude to music via time/rubber band.
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Animate specified piece to the FFT.
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Padding to clean up anything we've forgotten.
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Stream objects from level .CAD file during level play.
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Clean objects up after specified distance above player.
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Deliverable: Deploy first playable build + source to Dejobaan.Feb-10Feb-10
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Fireside chat with Ichiro: retrospective + planning.
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Phase 3: Minimum viable productFeb-13Feb-21
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Nota Bene: This section is subject to change. We may not want to incorporate certain attributes for being outdated!
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Add a given rounded cube to the catalog.
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Incorporate object scaling.
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Incorporate object coloration.
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Incorporate angular velocity (pan, tilt, roll change over time).
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Incorporate linear velocity (x, y, z movement over time).
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Incorporate transparency/alpha.
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Incorporate spawn distance.
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Implement "animated throbbers."
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Implement "movement delay."
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Create (in Python) a PCG script that utilizes all this great stuff.
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Implement simple weapons fire + damage.
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Deliverable: Deploy a build to Dejobaan that obeys Ugly Baby's major piece attributes, piece streaming/cleanup, simple shooting/destruction, and dark-on-light aesthetic.Feb-21Feb-21
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Fireside chat with Ichiro: retrospective + planning.
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Phase 4: Cleanup, slippage, and ungainly disaster recoveryFeb-21Feb-24
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Create a Phase 5 plan.
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Fix everything, ever. Navel gaze. Make things nice. Be fantastic.
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Integrate with Steam.
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Test Ugly Baby beta on Steam.Feb-23Feb-23
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TENTATIVE: Push Ugly Baby to Steam users.Feb-24Feb-24
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Phase 5: Experimentation and MechanicsFeb-27Mar-23
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We're into Week 5 of 8. Experiment based on Phase 5 plan.
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This is where we experiment with additional new mechanics.
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Final goal: a playable build on Steam that exceeds the current game!
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End of line.
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