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OpenSpace is a collaborative art game where players work together to create art in a limited timeframe using a small and randomized set of strange artistic tools. It is designed for people who enjoy playing light-hearted games with a creative element, such as children and elder people. The game serves the purpose of entertainment and mild educational purposes, enhancing children's artistic abilities and promoting social interaction. The idea was inspired by Pictochat, iSketch, and Kidpix, creating a semi-competitive computer game. The system and software architecture include client/server functionalities and basic game modes for the illustrator and assistant. OpenSpace follows a hybrid lifecycle model, combining design-to-schedule and evolutionary prototyping. The project aims to release high-priority features first, while constantly gathering player feedback to improve and add low-priority features. The stakeholders include the development team, project managers, testers, and game players. The feasibility rationale identifies risks such as the difficulty of implementing custom server/client architecture and challenging image processing effects. However, overall feasibility suggests that OpenSpace will provide valuable practice in various aspects of software development and deliver an entertaining and creative outlet for game players.
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OpEnSpaCe LCO Proposal Calvin Chin Mikiko Jama CSE403 Summer 06
Operational Concept (what is it?) • What is it? -a collaborative art game in which players work together to create art in a limited timeframe with a small and randomized set of strange artistic tools • Who is our target customer? -people that enjoy playing light-hearted games with a creative element. ----example: children , elder people • For what purpose? - for entertainment and mild educational purposes example: can be an educational tools to enhance children's artistic abilities and social interaction • Where did we get the idea? - Pictochat , iSketch,and Kidpix mashed together into a semi-competitive computer game.
Lifecycle Plan 1(Who wants it? Who’ll support it?) • Which lifecycle do we chose? • A hybrid between the design-to-schedule and evolutionary prototyping model -High Priority Features: + Client/server + Basic game modes of illustrator and assistant -Low Priority Features: +Different effects (different kinds 0f pencils and brushes, music/sound • Why? -The fixed shipping date(the end of this quarter) -Easy to set a schedule -Ability to get constant feedback from players to improve features
Lifecycle Plan 2(Who wants it? Who’ll support it?) • How do we approach? -The first cycle : do the high priority features Software concept, Requirement Analysis, Architectural Concept, coding, testing , release, feed back -The second+ cycles: modify features based on the feed back or add more low priority features coding , testing , (release, feed back) -Final release • Who are our stakeholders? -Stakeholders: Us (developers, project manager, testers) Game players including us! • Who is responsible for what? (assuming we have a team of four ) 1 project manager – the manager is a multitask player (he/she can be also dev, or tester) 3 developers – who switch from task to task
Feasibility Rationale1(Can we really do this?) • Risks: - Custom Server/Client architecture is toodifficult to implement in the timeframe given. - Many image processing effects provided in game may be too difficult to implement. - Feedback may indicate issues with core components of Openspace, but we will not have time to go back and redesign them.
Feasibility Rationale2(Can we really do this?) Overall Feasibility: Openspace will certainly not be an easy project, but it will provide practice with many aspects of software development, including realtime client/server architecture, graphical effects rendering, UI development, graphical and audio resource development, and the integration of all these components to create something that has only one purpose, and that is to provide entertainment and a creative outlet for game players.