Group 10
Project Legacy
COP 4331C, Fall, 2014
Modification history:
Version
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Date
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Who
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Comment
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v0.1
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11/24/2014
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Horica
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Added Analysis
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v1.0
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11/24/2014
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Adam Stack
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Fishished project legacy, added roles
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...
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Project Name: 2D Action Shooter
Team Web site:
Team Members:
Roles
Team Members Name | Adam Stack | Remo Gutierrez | Michael Paulsen | Ross Pape | Horia Ionescu | Tyler Harbin-Giuntoli |
Team web site | 50% | 10% | 10% | 10% | 10% | 10% |
Con Ops | 100% | | | | | |
SRS | 20% | | | 80% | | |
Project Management Plan | 20% | | | | 80% | |
Project Management Report | 16% | 16% | 16% | 16% | 16% | 16% |
High-Level Design | | | | | 100% | |
Detailed Design | | | 100% | | | |
Test Plan | | | 100% | | | |
Test Results | | | 100% | | | |
User's Manual | | | | 100% | | |
Source code | 40% | 20% | | | | 40% |
Build Instructions | | | | | | 100% |
Project Legacy | 50% | | | | 50% | |
Final Presentation | 20% | 20% | 20% | 20% | | 20% |
Analysis
- Assessment of the Quality of the Final Product:
Our group is happy with what we were able to accomplish throughout this semester. Not only did we
learn how to create the documents and planning necessary to complete a large project we also were able
to make a working game from scratch. We are most proud of the fact that a user can hop into the game,
play multiple levels, pick up in game items and be challenged by our scoring system and ammo limitations.
- Recommended Use of the Final Product:
The final project is recommended for the use of any individual who likes to play 2D arcade shooter
type games. Another great thing about our game is that it can serve a a great learning tool for using
unity to create a basic game. This is especially true since our code is publicly available
at https://github.com/bigstack80
- Known Problems:
Some problems that we ran into was creating a character that could be leveled up by assigning
experience points to certain attributes. We were however able to increase the characters attributes
like health and fire rate through the in game pick-ups though.
- Adherence to Project Plan:
In retrospect, the project plan as originally implemented by our group was a bit ambitious, though
the majority of the features we wanted to use in our game were successfully put in place. That there
were certain aspects that were not implemented was partly due to the limited experience of group
members in working with the Unity development platform. Understanding its functionality was a big
part of learning process, which took place simultaneously as the designing of the project plan.
There were many unknown factors that were only revealed as certain issues were dealt with for the
first time. The actual process as deviated from the original plan sort of took its course as certain
unplanned issues revealed themselves. This in no form should be taken as a failure of the group as a
whole. In tackling a project of this type where the group utilized a never before used platform, the
value in experience attained in using Unity in conjunction with C# and GitHub source control far
outweigh the deviation of goals set.
- Defect Analysis:
We did a really good job limiting the amount of defects that were found during testing by having the
developers help with testing each code change themselves. This made the game more bug free and easier
to diagnose issues that we did see.
- Quality Assurance:
Quality assurance and testing activities as performed by the group were utilized on an as need basis
as opposed to a more formalized approach. As the project plan was more of a sketch of the goals we
aimed to attain as opposed to a concrete set of guidelines, it was much easier to implement quality
checks in a more generalized fashion as opposed to try and set something more specific ahead of time.
Considering the approach we used to design this game, our quality assurance activities as performed
were sufficient for our needs. To improve on how we implemented our testing activities would have
required a different approach to our project plan in general. As no group member had a solid grasp
on Unity before beginning this project, our approach to project planning and quality assurance were
deemed appropriate for the task at hand.
- Configuration Management:
Similar to the general approach in design of our project, configuration management practices were not
strictly set. A clearer understanding of how certain implementations would have to have been set ahead
of time would have been required before a more solid plan for configuration management could be
formalized. As mentioned before, the group members’ inexperience at the initial stage of planning made
it difficult to achieve this. Considering our approach to tackling the project, appropriate guidelines
were set into place.
- Suggestions for the Future:
If our group was to do a similar project in the future, we would have the benefit of having had
experience using Unity to allow for a clearer understanding of what goals could be successfully
implemented considering the task at hand. As a suggestion to future project teams that would have
tackled this project with the same experience we had at the beginning of this project, different
and specific portions of the project should be assigned to each member. As there was no specific
team member in our group who had an overall grasp of what such a project would entail, it would be
difficult for all members to master every aspect of the project as a whole. A more efficient method
would be in tune with an agile methodology where each member tackled a separate portion of the project.
Efficient communication between group members is essential. If assigned to work on a project of a much
larger magnitude, stronger organization along with appropriate delegation of tasks to individual team
members would be key.
Template created by G. Walton (GWalton@mail.ucf.edu)
on Octber 8, 1999 and last modified on August 15, 2000.
This page last modified by Adam Stack
(bigstack80@knights.ucf.edu ) on 11/24/2014