Stone Age Agile Project Planning Group 6 6/16/2014 1. Game Context, Target Audience, and Game Nature ...................................................................... 2 1.1 Game Context and Background ............................................................................................. 2 1.2 Potential Audience/Market.................................................................................................... 2 1.3 Nature of the Game .............................................................................................................. 2 1.4 Company & Conditions of Satisfaction................................................................................... 3 2. Project Overview Statement ....................................................................................................... 4 3. Project Scope and Version 1 Cycle Plan....................................................................................... 6 3.1 Plan Overview..................................................................................................................... 6 3.2 Cycle Plan Overview for Version 1 ........................................................................................ 6 4. Version 1 Work Breakdown Structure ......................................................................................... 7 4.1 High-Level WBS ................................................................................................................. 7 4.2 Mid-Level WBS of Version 1 ..............................................................................................11 4.3 Low-Level WBS of Version 1 Cycle #1 ................................................................................11 4.4RBS Breakdown of Version 1 Cycle #1 ..................................................................................12 5. Project Management and Control Approach ................................................................................15 5.1 Status Meetings ..................................................................................................................15 5.2 Scope Bank ........................................................................................................................16 5.3 Issues and Risk Log ............................................................................................................16 5.4 Cycle Planning Controls ......................................................................................................17 5.5 Client Checkpoint ...............................................................................................................17 5.6 Software Development and Evaluation Controls .....................................................................17 5.7 Client Evaluation and Feedback ...........................................................................................17 5.8 Post-Version Review...........................................................................................................18 6. Project Plan .............................................................................................................................19 6.1 Project Duration and Interim Deliverables .............................................................................19 6.2 Resource Allocations ..........................................................................................................19 7 Project Overview of Version 1....................................................................................................23 7.1 ROI Budgeting ...................................................................................................................23 7.2 TCO Budget ......................................................................................................................24 7.3 NPV Budget ......................................................................................................................25 7.4 ROI Summary ....................................................................................................................25 1 of 25 1. Game Context, Target Audience, and Game Nature 1.1 Game Context and Background The Stone Age is a simple 2D tower defense game in which players must defend their homeland by summoning, or “building”, an army of cavemen to destroy a nest of invading dinosaurs. The game is single player with the potential for multiplayer options, and will be built for the iOS platform and released on the freemium model. The characteristics of the game are familiar with combat-oriented defense, but there is so much loveable style in this game. The strategy of the game is that players can summon a variety of troops to combat with enemies. The game is a single play and available in Apple store for free. 1.2 Potential Audience/Market The target age group will include 8-60 year old male and female players across the world as increased language support is added. The content will be appropriate for all ages. 1.3 Nature of the Game Storyline and Stages Players will work through stages set across the world to defeat the dinosaurs and at the completion of each stage will unlock a new one in a different location. Playing each stage costs a certain amount of energy, the higher the stage, the more energy. Energy can be collected over time, one unit per minute, for example, or be bought by the user with real money. Basic Gameplay The goal of each stage on the Stone Age is simple: destroy the enemy base. An enemy base will be placed on the left side of a scrollable map from where dinosaurs will spawn and advance to the player’s base on the right side of the map. The player has to spawn Cavemen characters to advance and fight the dinosaurs by clicking the appropriate Caveman character from the player’s toolbar. Each Caveman character costs a specific amount of nuts, the currency of the game, and has a set cool down time before the next one can be spawned. Nuts to buy Cavemen are generated constantly against a set limit determined by the level the player is at, level 1 has a 50 nut limit, level 2 100 and so on, and higher levels can be purchased in the player’s toolbar alongside the characters. Cavemen and Dinosaurs (non-player characters) all advance and battle each other on contact without any player action until one side reaches the tower of the other which has a set number of hit points and gradually destroys it. Successful completion of the stage rewards a certain amount of XP (experience points) determined by the amount of time it took to finish the stage and badges for challenges or milestones. Characters and Power-Ups Players can purchase characters, evolve their characters or purchase power-ups using XP gained from playing the game. In gameplay, evolved characters will cost more in stage after they have evolved past a certain level, but will have better statistics. Premium characters and power-ups will cost gold coins that can be purchased in the in-game store with real money. 2 of 25 Characters have a set amount of health, attack and defense power that can be seen from the character screen. 1.4 Company & Conditions of Satisfaction For the purposes of this game, the company is a small game development company of approximately thirty employees that develops and maintains a stable of mobile game applications. Though the game is developed in house, the company sets conditions of satisfaction based on its experience of working with other successful games and user surveys. These conditions of satisfaction and user stories will help guide the development team so they can compare the final work against a set guideline and ensure there are conditions for completion as well as implicit criteria for success. The company is setting a maximum of forty cycles to game completion based on management review of company finances against potential benefits of the game. User Stories and Conditions of Satisfaction for Version 1: As a novice user I want big and descriptive icons, so that I can start playing the game with relative ease When a button is tapped, it has a depressed animation to confirm action When a state changing action takes place (e.g. pressing the play button), an indicator present on the screen also changes to depict the change (e.g. step 1/3) When a the game has not detected any change for a fixed time period, the screen is populated with aids to guide the user through the process As an amateur user I want to be able to access character descriptions, so that I can purchase characters according to the current stage of gameplay As a regular user I want to be able to access the rewards system and achievements board, so that I can determine my standing amongst the user-base of the app As a novice user I want a quick visual tutorial, so that I can understand the gameplay and access different options to tweak the gameplay As a player, I spawn characters and see them battle the enemy; so that I know I’m active in this stage of combat and can capture the opponent’s tower. 3 of 25 2. Project Overview Statement Opportunity The mobile games industry has greatly expanded with the popularity of smartphones. 58% of adults in America alone have smartphones, the majority of whom are between 18-49.1 Globally, approximately 500 million iOS devices may be in use today,2 making for a substantial potential customer base. Mobile games are potentially immensely lucrative because they can be successful without complex graphics and are easily spread through word of mouth, and easily accessed with low price points that still allow developers to be competitive. The freemium model provides the lowest barrier to entry by providing a free product with ability to buy elements to improve gameplay such as power ups or ability to play the next stage faster. iOS users provide a particularly good target as they are shown to spend more money on apps overall than Android users3. Casual games demand minimal skill, are quick to figure out - meaning a low barrier of entry - provide hours of replay entertainment and can appeal to a wide audience base, from 8-40, for example Angry Birds. There is an opportunity to create a mobile game that capitalizes on a successful genre, and the elements of successful games in the thriving mobile games industry: simple, addictive, social, rewarding, visually stimulating and repeatable or constantly evolving. The tower defense format is popular and well established. It involves building and/or placing units of some kind to defend against an invading force. The game Plants vs. Zombies is a good example of the tower defense genre. Players do not need advanced knowledge of game mechanics to play and the gameplay can be kept fresh with new maps and army units. Goal To create a tower defense game for the iOS platform that rises to the top 5 tower defense games for the platform in the first year. Objectives The objectives in creating The Stone Age are: Create an easily expandable (maps, story, characters) game Produce characters and graphics that are visually appealing to a 8-40 bracket range across genders and different language target markets Create engaging game that motivates further play by incorporating a balance between rewards and gameplay limiting mechanisms like pay-to-play to keep player engaged and satisfied Keep purchase options visible and extensive without being invasive to the game Produce intuitive user interface and simple, click limited, gameplay mechanisms Create opportunities for word of mouth marketing with social media integration and eventual multiplayer opportunities Create an easy to start game that gradually levels up in difficulty without locking players out of playing Success Criteria 1 http://www.pewinternet.org/data-trend/mobile/cell-phone-and-smartphone-ownership-demographics/ http://www.asymco.com/2013/11/25/one-billion-ios-devices/ 3 http://techland.time.com/2013/04/16/ios-vs-android/ 2 4 of 25 Game is expandable without jarring the player and updates are easily pushed with minimal issues or downtime 50% of players make a game store purchase within a month of installation, stabilizes at 30% of players regularly making purchases 100,000 downloads within the first year of release A four star rating or higher in the Apple App Store A maximum error rate of 20 per 1000 players at the end of a year after release Assumptions, Risks and Obstacles It is assumed that : There is a sufficiently open and large market for iOS games to support the entry of a new game All players have sufficient skill to download, install and play the game without more than a game demo or tutorial Game may not attract a sufficient audience to turn a profit within the first year of release or ever Audience may be primarily minors unable to make purchases Game may be badly reviewed and badly rated, discouraging further downloads Game may have a high error rate in installation or early gameplay, reducing rating, resulting in high uninstall rate There is stiff competition with games that are both obscure or viral that share or are different from the tower defense genre In case of success, online gameplay may overload servers and have a high error rate Ensuring that the mode of payment is secure and there exists no backdoor/bug that allows users to make in-game purchases without payment The game faces stiff competition from different flavors of the tower defense game model The project is time-critical due to the fact that the game industry is highly dynamic and so is the platform it is being developed on Emergence of a tower defense game with similar characters and concept The tower defense concept is easy to grasp and the user can start playing the game with minimal instructions or with the help of a simple on-screen guidance tutorial during the initial stages of gameplay 5 of 25 3. Project Scope and Version 1 Cycle Plan 3.1 Plan Overview Version 1: Create basic playable game Version 1 will be developed over 6 months using 2 week cycles and the adaptive project framework. Scope: The scope of this version is to create all the basic gameplay mechanics and features needed for a successful initial release. This includes multiple deployable army characters and non-player enemies, more than 30 stages, an evolution and energy system, game store, social media integration and rewards system. Version 2: Implement full featured multiplayer game element, extended stages and languages Version 2 will be developed over 3 months using 2 week cycles and the adaptive project framework. Scope: The scope of this version is to implement a multiplayer game option that connects players anywhere in the world, extends the characters and maps of the previous version, extends upgrades for existing characters and introduces at least two new language options. This includes a player vs. player and cooperative players vs. system gameplay for battle on randomly selected maps from the ones developed, friend adding system, number of people online displays and extended rewards system, and translation to Spanish and German. Version 3: Implement opposing side gameplay, new storyline and languages Version 3 will be developed over 3 months using 2 week cycles and the adaptive project framework. Scope: The scope of this version is to implement player ability to pick sides and play either dinosaur or caveman, introduce a new storyline where the cavemen fight Neanderthals once the dinosaurs have been defeated and to add two new language options. This includes extending number of previously non-playable characters, developing new set of of non-playable characters for Neanderthals and new maps, extending evolutions for existing Cavemen characters and translation to French and Italian. 3.2 Cycle Plan Overview for Version 1 See the following attached document for version 1 cycle plan. 3.2 Cycle Plan for Version 1.xlsx 6 of 25 4. Version 1 Work Breakdown Structure The following sections provide a work breakdown structure for the overall duration and effort of the project, with an estimated budget. 4.1 High-Level WBS 4.1.1. Game Feature Requirement Analysis The Stone Age should have these high level features as listed: 1. Basic gameplay for players choosing and collecting different type of characters. 2. The store provides players to upgrade their existing characters by cost XP and unlock new characters. 3. Character can evolve to a senior level character when reaching to certain level. 4. Players can purchase gold coin, which is used for buying special items through in-game store by credit card. 5. The game offers a daily stamp system that rewards players for logging in. 6. Treasure system enable players to earn badges randomly for completing levels, which come in bronze, silver, and gold. If players achieves a certain number, its character receives a special power e.g. enhanced attack or defense. 7. The energy system let the energy bar decreases as you playing a stage. 8. The game will provide a challenge mode. 9. Players can share their battle report on social media. 4.1.2. High-level feature-sets roll-out and prioritization Feature number Feature #1 Dependency Priority Effort Risk Player log in/out the UI None and control single character in game console High Medium Low #2 Place different characters in their troops. #1 High Medium Low #3 Select different stages and #1 create character units to fight with NPCs. High Medium Medium #4 Energy system for all stages #1 #4 High Low Medium #5 Buy in-app items from game store #1 #3 #5 High High Medium #6 Level up characters #1 #2 Medium Low Low 7 of 25 #7 Collect badges, triggering #2 special effects and daily reward logging system Low Medium Low #8 Challenge mode and social media sharing system for battle reports Low Medium High All 8 of 25 4.1.3. High-Level WBS of Version 1 Fig 4.1 High-Level Feature Breakdown Structure of Version #1 The overall project cycle plan is as follows: Cycle 1, this cycle will focus on designing the basic game UI, game console, game engine and implementing character animation. The cycle will also develop inanimate game component like the one chapter map and one stage map, buildings and 1 basic character and 1 NPC. Players can log in/out the game UI. The UI console will allow the user to control characters actions such as create character units. Otherwise, the game engine enables single character moves around the map. Cycle 2, this cycle focus on designing new characters and NPCs. Each role has different stamina, damage, attack speed, movement speed, also plus sound effects and attack implementation. The objective of this cycle is to create at least 15 playable characters and 15 NPCs. The game collision engine also will be developed in this cycle allow units to attack, the sound effect will reflect interactions. Cycle 3, new stage maps with different background buildings, visuals and background music will be added to the game. The objective of this cycle is to create 45 stage maps. 9 of 25 Cycle 4, this cycle aims at designing energy system. The overall objective is that the player has an energy bar that decreases as he/she plays a stage (level). When running out of energy, user has to wait for the energy to recharge before play another stage. Each stage costs different energy and later stages cost higher energy. Energy recharges at 1 energy per real world minute. The stage can be fully replenished by using buying in-app items (later implement). Cycle 5, this cycle will focus on implement an in-game store to promote users purchase in-app items. Inapp purchases come in the form of gold coin; users can buy gold coins by credit card through the in-game store and then use the gold coin to purchase some special items. Cycle 6, this cycle prepares to implement character upgrading and evolution system. Players will earn XP after clearing stages and use for their characters upgrade. After each level-up, character will grow stronger include more stamina and higher damage, etc. Characters will evolve when reaching level 10. Evolution will brings in new character look with higher damage and more stamina. Cycle 7, this cycle will design treasure system and reward mechanism will be added to the game. Players will earn badge, which comes in bronze, silver, and gold, randomly for completing stages. Players can keep doing the level over and over until earn one and if players complete a set, some special effect will trigger during the battle. A daily stamp reward mechanism will also be applied for the game; players can earn daily reward by logging the game every day. Cycle 8, this cycle will implement challenge mode and ranking system. Challenge mode offers players opportunity to defend hard enemies and encounters. The ranking system enables users to share their battle reports on social media. Cycle 9, 10, this cycle will focus on bug fixing, graphics and effects optimization to improve the quality of the game. The team will also develop a marketing site for this game. Integration of WBS with the APF process Incorporated within all cycles is the Adaptive Project Framework. A well-defined scope is established at the beginning of each version. The plans are myopic and flexible such that initial cycles are likely to modify original cycle plan. Unlike the traditional approach, cycles are time-boxed in the version scope (two-to-six weeks) and the outputs of cycles are user-centric. The outcome of each cycle is a subset of the game that is usable and the changes are palpable to the user. Initial cycles may deliver either functionality and/or usability. The prototypes from initial cycles form a base for the subsequent cycles. Estimates for logic development or UI design can be made based on similar activities that may have occurred in the previous cycles. Planning for each subsequent cycle is influenced by and based on the resource, time and effort used in the previous cycle and the updated priority for the list of features in the scope bank. The most important aspect the APF induces is flexibility. Client checkpoints allow the team to step back and review cycle. It is also provides space to peruse the developments in cycle, and subsequently re-prioritizing feature priorities in the scope bank for the next cycle. 10 of 25 4.2 Mid-Level WBS of Version 1 The following provides a mid-level WBS breakdown for all cycles in Version 1 Cycle 1 Players can log in/out the game UI. Players control characters in game console. Cycle 2 Players can place different characters in their troops. Players can create different character units and use it to fight with NPCs in game console. Cycle 3 Players can select different stages to play and earn XP after completing the stage . Cycle 4 Players can use energy system for all stage maps. Cycle 5 Players can buy gold coin from game store. Players can use gold coin to unlock senior-level characters. Players can use gold coin to purchase special game items. Cycle 6 Players can unlock new characters by cost XP. Players can level up existing characters and characters can be evolved when reaching to level 10. Players can upgrade money production speed during the battle. Cycle 7 Players can collect badges and trigger some special effects when completing a set. Players can earn daily reward by logging in the game every day. Cycle 8 Players can play challenge mode without cost energy. Players can share their battle reports on social media. 4.3 Low-Level WBS of Version 1 Cycle #1 The following is the detailed planning and estimation (low-level WBS) for the version scope phase and the first complete cycle (cycle 1) of our plan. The Mid-level WBS decomposes into low-level features as follows: Cycle #1 1 Sign up to create a new user account 2 Logging into the game. 3 Select chapter to play. 4 Select stage map to play. 5 Create Character units. 6 Level up to increase money production speed and raise the limit during the battle. 7 Fire cannon to attack. 8 Pause/Resume and Exit game. 11 of 25 4.4RBS Breakdown of Version 1 Cycle #1 The following is a RBS breakdown for cycle 1: Requirements Breakdown Structure 1 Sign up to create a new user account. 1.1 Capture user information. 1.2 The game server saves user info into database to create a user account for the player. 1.3 The game server sends back “successful” message to user. 2 Logging into the game. 2.1 Capture username and password. 2.2 Validate user info. If success, jump to the game page. Otherwise, send back “username and password do not match” message to user. 2.3 Display the “welcome” message with user profile on the screen. 3 Select chapter. 12 of 25 3.1 Display available chapters to user. 3.2 Capture the user’s selection. 3.3 Initiate the chapter map for the player 4 Select stage map. 4.1 Display available stage maps to user. 4.2 Capture the user’s selection. 4.3 Loading to the stage and game begins. 5 Create Character units. 5.1 Display a panel of character avatars. 5.2 Capture the selection and spawn the character icon. 5.3 Initiate cool down timer for the spawned character. 6 Level up to increase nuts production speed and raise the limit during the battle. 6.1 Change level-up indicator to indicate ready status. 6.2 Capture user input and process current money limit. 6.3 Increase money production speed and limit. 6.4 Initiate cool down timer 7 Fire cannon to attack enemy. 7.1 Process character kills. 7.2 Change cannon indicator to indicate ready status. 7.3 Cannon will fire towards the enemy’s nest and then reset to initial status. 8 Pause/Resume and Exit game. 8.1 Sense user input to change game state. 8.2 Confirm user input and carry out the required action. Estimation of Cycle 1: The resource for this project we have: Designer (GD), Level Designer (LD), Artist (DA), Programmer(P). Responsibility of resource: Designer (D): as a project lead, mainly focus on game story design, UI design, game stage map design, basic gameplay design, game character and NPC design, Level Designer (LD): Focus on stage maps design and implementation Artist (A): focus on animation, sound effect, background music, Programmer(P): all the related coding work,e.g. graphics and gameplay. 13 of 25 Feature Number Tasks 1 Sign up to create a new user account 1.1 Capture user information 8 1.2 The game server save user info into database to create a user account for the player 8 1.3 The game server sends back “successful” message. 8 2.1 Capture username and password 8 2.2 Validate user info. If success, jump to the game page. Otherwise, send back “username and password do not match” message to user. 8 2.3 Display the “welcome” message with user profile on the screen. 5 3 Select chapter 3.1 Display available chapters to user. 8 3.2 Capture the user’s selection. 8 3.3 Initiate the chapter map for the player 8 4 Select stage map 4.1 Display available stage maps to user. 8 4.2 Capture the user’s selection. 8 4.3 Loading to the stage and game begins. 8 5 Create Character units 5.1 Display a panel of character avatars. 8 5.2 Capture the selection and spawn the character icon. 8 5.3 Initiate cool down timer for the spawned character. 8 5.4 The enemy nest will spawn dinosaurs (NPC) that are marching towards your base. 4 6 Level up to increase money production speed and raise the limit during the battle 6.1 Change level-up indicator to indicate ready status. 4 6.2 Capture user input and process current money limit. 4 6.3 Increase money production speed and limit. 4 Duration(hr) 2 14 of 25 6.4 Initiate cool down timer 4 7 Fire cannon to attack enemy 7.1 Process character kills. 4 7.2 Change cannon indicator to indicate ready status. 4 7.3 Cannon will fire towards the enemy’s nest and then reset to initial status. 4 8 Pause/Resume and Exit game 8.1 Sense user input to change game state. 3 8.2 Confirm user input and carry out the required action. 2 5. Project Management and Control Approach The bar and goals for Stone Age have been set high. Through the advent of mobile technology, the game industry is growing more than ever before. The objective of the project is to introduce Stone Age and appeal to a market of eager gamers looking for the next big hit in the tower defense section, whereby Stone Age raises to the top five in ranking. In order to capitalize in the dynamic game market, Stone Age must be a game development that exceed users’ expectations and cater to a wide target audience. To ensure that the goal is achieved, the development process will follow an adaptive project framework. An effective adaptive project framework requires the ability to constantly adjust scope based on lessons learned and new information. Therefore the management control, change control and status reporting processes have to allow for flexibility, creativity, and be adaptive to quick change. The governing rules for these will be set during the project kickoff and initial planning of Stone Age. The meeting will be led by the project manager and those in attendance include the project sponsor and project team. The agenda of the meeting include icebreakers, project operation rules, as well as a discussion of the project schedule and plan. In addition reporting duties and a project communication plan will be developed that describes the reporting responsibilities associated with each project member. 5.1 Status Meetings The main purpose of this meeting is to facilitate communication among the team members within a ten to fifteen minutes period. The meeting will be held at the start of each day to review the project’s progress. The project manager, client, designer, level designer, artist and programmer all will be in attendance to give their respective reports. They will report out on the status of all open tasks and progress according to the schedule. In addition risks will be identified along with issues that have surfaced with possible solutions. Previous meeting items will be addressed and the work schedule for the day will be determined. To keep record, meeting minutes will be documented and sent out to the project team and client. 15 of 25 5.2 Scope Bank The scope bank will serve as a collection point for the current function and features lists as well as a repository for new ideas and change requests not yet acted upon that are introduced by the project team or client based on a previous cycle discoveries. At the start of each cycle, all of these items in the latest scope bank will be added to the priority list for integration and returned to the scope bank. Due to specificity, ideas of great significance that add value to the client will only be implemented. In addition, the available labor hours for the next cycle will help guide and control the selection process. The scope bank will be made visible on a bulletin board, in the project war room. The client will be kept up to date and receive a copy of the scope bank when changes or possible change may occur within the duration of the project. The scope bank document to help keep track and monitor the changes will contain the following fields: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Date Posted Posted By Brief Description of Scope Item Projected Business Value Assigned To Date Scheduled for Action Estimated Duration Resource Requirements to complete the item Recommended Action Reason for Recommendation 5.3 Issues and Risk Log The issues and risk log will be used as a tool to manage build cycles schedules. Discovery and resolution of potential issues are critical to the success of the project. In order to monitor these issues, all raised problems must be recorded on in the issues log. The issue log will be made available in the project war room wall to increase visibility and access. All issue documented should have the following fields: 1. 2. 3. 4. 5. 6. 7. 8. 9. Issue ID: A brief title, to serve as reference and trigger. Date Posted: Discovery date Posted By: Name of member who posted the issue. Assigned to: Responsible member for taking action to resolve issue Description: Brief notes about the issue Impact: What the consequences are, if not resolved Planned Action: Steps needed to resolve the issue Status: A statement on the state of the issue. Outcome: Final results of issue During the status meeting, the progress or status of problems listed on the issues and risk log will be conferred about in brief. The main concern is if a problem owner has been assigned to the specific problem or whether the problem has been settled. Immediate attention should be given to them and they should be addressed in the same cycle they are found. To avoid wasting effort and time on creating impractical 16 of 25 solutions, the project scope triangle and project priority matrix should be referred to ensure they’re in the available constraints allotted. This tool should be made accessible and visible in the project war room. 5.4 Cycle Planning Controls In the 15-minute daily morning task meeting, the task status of each cycle build is observed. To begin, the project manager expresses his/her interest in establishing whether objectives in each cycle are being made to accommodate the scope. Secondly, the attendees of the meeting provide a task status update, indicating if they are on or behind schedule. If anyone is behind in schedule, a recovery plan is established. A good control to implement here is to utilize the work package tool, so for every critical task in the cycle plan. In which each project member develop a simple step by step plan to complete the task within the allotted time. So if someone is lost on the project, the task can be reassigned, allowing another member to continue with minimal loss of time. The monitoring of version one may take more time during the daily task meeting than other versions because of its complexity. To help reduce this complexity, a task plan should be developed on a whiteboard in the project war room. Here the schedule will be a time scaled matrix, one row captures each project member task and the column are the calendar days of the cycle. When completed, this approach will allow for dependencies and schedule issues to be identified and resolved in a simple way. Additionally, if there are change requests they will be documented in the scope bank and all problems and risks will be recorded on the issues and risk log following each meeting. During the monitoring of the cycle build, a revised prioritization of the deliverables assigned to the coming cycle is expected. 5.5 Client Checkpoint Before the start of a new cycle, a client checkpoint is conducted with the client and the project team to review and analyze what has been completed to date and what has been learned. Then together they will decide how to prioritize and build the elements in the next cycle. The main objective of the checkpoint is to make decisions for the remaining activities. The scope bank will be the main source of information in which these decisions are made. The decisions must be handled with care because they will set the tone and direction of the project. They will be informed decisions based on what was already achieved, and in order to provoke new learning probative swim lanes should be incorporated in the next cycle. At the end of the check point, the client and project team will have a reprioritized list of functionality and features to be integrated into the solution. Based on this list, an assessment is completed to determine the length for the next cycle. 5.6 Software Development and Evaluation Controls A daily meeting will be held for the project team to report out their tasks status. All tasks that are open and behind schedule will be briefly discussed and have an action plan established. New change requests are assigned and are to be handled by the project manager then added to the scope bank. Like before all problems and risks will be added to the issues and risk log. In addition, the client will receive an updated copy of both the scope bank and the issues and risk log on a weekly basis. 5.7 Client Evaluation and Feedback In order for the project to be successful it must meet the goal of the client, in this case the marketing director of Stone Age by delivering a product based on the results of his market analysis. The project manager and 17 of 25 project team will provide prototypes and live demos to ensure that they are delivering the client what he wants and needs. Afterwards the client will be encouraged and have the ability to give feedback and suggestions. Often this will take place at the client check-in point and added to the scope bank for further discussion and consideration. The project requires that the client remains active and success is dependent on him as much as it is with the rest of the project team. Therefore the relationship between the client and project team should be solid throughout the project to eliminate any gaps in communication. 5.8 Post-Version Review This stage formally brings version one an end. During the review worked will be assessed and compared to the success criteria of the POS. A key indicator is measuring the difference between the business values achieved versus the planned business value. If he gap between the two are insurmountable it may be time to change gear and try another solution or design. Similarly, at this point if the project team performance is critically below expectations, terminating the project may be the best course of action. To benefit from this version a member of the project team will evaluate the results and generate lessons learned improvement and best practices that can be adopted for future versions of the project and/or new projects. This constructive feedback cycle will allow the project team to find more ways to increase business value. At the conclusion of the post-version review, the project should know if the found an acceptable solution and if a second version is recommended. 18 of 25 6. Project Plan The following attached file is the project’s plan. 6.0 Project Plan.mpp 6.1 Project Duration and Interim Deliverables The following attached file shows is the project duration and interim deliverable table. 6.1Project Duration and Interim Deliverables.xlsx At the end of each cycle, the deliverables needs to be review to make sure all the planned features are completed in that cycle, also adjust functionality of next cycle and overall time-box to guarantee the whole project can be delivered on time and within budget. For cycle 2-N we set up the expected deliverables as follows. In cycle 2, all the player characters and non-player characters should be check out. In cycle 3, all the stage maps should be delivered. In cycle 4, energy system should be deployed into the game. In cycle 5, the in-game store and in-app items should be implemented. In cycle 6, the character upgrading and evolution system will be applied to the game. In cycle 7, treasure system and daily stamp reward system need to be check out. In cycle 8, the challenge mode and ranking system will be ready to use. In cycle 9, make sure all the high priority and medium priority bugs should be resolved. In cycle 10, guarantee all the issues to be solved and game is ready to final release. In the cycle plan stage of each cycle, all the expected deliverables include the low-level WBS, dependency diagrams, sub -team plan with schedule will be review and get approved. At the end of checkpoint of each cycle, quality review will be conducted and this will adjust the next cycle functionality and the whole timeline. 6.2 Resource Allocations The resource allocations at the appropriate level for each element that have been decomposed into lowlevel detail in the following tables: 19 of 25 Feature Number Tasks Resource Effort Points 1 Sign up to create a new user account 1.1 Capture user information Programmer 8 1.2 The game server save user info into database to create a user account for the player Programmer 5 1.3 The game server sends back “successful” message. Programmer 5 2 Logging into the game 2.1 Capture username and password Programmer 4 2.2 Validate user info. If success, jump to the game page. Otherwise, send back “username and password do not match” message to user. Programmer 5 2.3 Display the “welcome” message with user profile on the screen. Programmer 5 3 Select chapter 3.1 Display available chapters to user. Level Designer 8 3.2 Capture the user’s selection. Level Designer 8 3.3 Initiate the chapter map for the player Level Designer 8 4 Select stage map 4.1 Display available stage maps to user. Level Designer 8 4.2 Capture the user’s selection. Level Designer 8 4.3 Loading to the stage and game begins. Level Designer 8 5 Create Character units 5.1 Display a panel of character avatars. Artist 6 5.2 Capture the selection and spawn the character icon. Artist 6 5.3 Initiate cool down timer for the spawned character. Artist 8 5 20 of 25 5.4 The enemy nest will spawn dinosaurs (NPC) that are marching towards your base. 6 Level up to increase money production speed and raise the limit during the battle 6.1 Change level-up indicator to indicate ready status. Artist 8 6.2 Capture user input and process current money limit. Designer 8 6.3 Increase money production speed and limit. Designer 5 6.4 Initiate cool down timer Designer 5 7 Fire cannon to attack enemy 7.1 Process character kills. Designer 5 7.2 Change cannon indicator to indicate ready status. Artist 5 7.3 Cannon will fire towards the enemy’s nest and then reset to initial status. Artist 5 8 Pause/Resume and Exit game 8.1 Sense user input to change game state. Programmer 4 8.2 Confirm user input and carry out the required action. Programmer 3 21 of 25 Artist 6 Cycle # Tasks Resources 1 Player log in/out the UI and control single character in game console Programmer, Designer, Level Designer, Artist 2 Place different characters in their troops. Artist, Designer 3 Select different stages and create character units to fight with NPCs. Level Designer, Artist 4 Energy system for all stages Designer, Programmer 5 Buy in-app items from game store Artist, Designer, Programmer 6 Level up characters Artist, Level Designer 7 Collect badges, triggering special effects and daily reward logging system Designer, Artist 8 Challenge mode and social media sharing system for battle reports Programmer, Designer 9 Game launcher in Apple Store, user feedback, bug submission and fix, graphics and effects optimizations Programmer, Artist 10 Bug fixes, product release and marketing site implementing Designer, Programmer, Level Designer, Artist Resource Descriptions In this project, we design a game within a small scope. The dev. team applies agile method into the development, each cycle takes 7 to 14 days depends on the feature set need to be delivered. The overall feature delivery duration of this project takes 8 cycles. Based on the feature set we have for each cycle, we believe that we have allocated our resource properly. In cycle 9, the team will focus on high priority and medium priority bugs and optimize animation, sound effect, and graphics. Programmers and artist will mainly work on this cycle. In the final cycle, all the bugs should be revolved and the game is ready to production. Designer This person is the designated lead designer. Although all members of the core team contribute, most of the ideas originate from this person. This person also has the vision and the ability realize the vision with adequate coding skills. A holistic skill set is desired but not expected with some experience in graphic and sound effects as well. Level Designer This person serves as a deputy to the lead designer. Game stage and chapter design, effects, logic and development responsibilities lie with this person. The level designer is also expected to contribute with other aspects of game development. 22 of 25 Artist A core team member that is responsible for the game aesthetics. This person is largely responsible to storyboarding and character design and development. It is expected that all the graphics and animation is developed by this person. Additionally some background in other of game developments is also expected so as to be able contribute on other aspects like testing. Programmer The programmer is expected to handle server and backend development of the game. Also, this person should specialize in algorithms and gaming theory so as to be able to serve as the go to person for logic and development needs. It is expected that this person has a strong background in gaming and testing. 7 Project Overview of Version 1 7.1 ROI Budgeting To determine a rough ROI estimate the difference between the total investment cost and the expected returned benefits and saving must be calculated. The labor costs are the largest part of our initial investment costs. The table below outlines the total labor cost and respective cost for each position: Role Programmer Designer Artist Level Designer Total Days Assigned Overhead Attribution Daily Rate 57.2 84.4 82.6 29.4 $304 $240 $216 $264 Total Costs 1.35 1.35 1.35 1.35 $23,474.88 $27,345.60 $24,086.16 $10,478.16 $85,384.80 It is important to note that our game project will developed in-house and no consultants will be needed. 23 of 25 The following table represents the cycle cost at a high level: Task Name Version 1 Release Plan Cycle 1 Cycle 2 Cycle 3 Cycle 4 Cycle 5 Cycle 6 Cycle 7 Cycle 8 Cycle 9 Cycle 10 Duration 107.8 14 16.8 11.2 11.2 14 11.2 8.4 7 7 7 Resource Names Hour Rate Daily Rate Overhead Attribution Programmer Artist,Designer Level Designer,Artist Designer,Programmer Artist, Designer, Programmer Artist,Level Designer Designer,Artist Designer,Programmer Programmer,Designer Designer, Programmer, Level Designer, Artist $38 $57 $60 $68 $95 $60 $57 $68 $68 $128 $304 $456 $480 $544 $760 $480 $456 $544 $544 $1,024 1.35 1.35 1.35 1.35 1.35 1.35 1.35 1.35 1.35 1.35 This table is good to view alongside the client to see where the money is being allocated. Typically, the higher cost cycles have more risks so they allow the project team in zone in and those more attention to them. 7.2 TCO Budget The following file accesses the benefits against the TCO and produces a financial analysis of the ROI for the Stone Age development over a predicted lifetime of 5 years. 7.ROIAnalysis.xls x Included in the file are two ROI analyses that account for a best case and a worst case scenario. In each instance the Stone Age development recovered a positive return on investment. 24 of 25 Total 85384.8 12808.8 10342.08 7257.6 8225.28 14364 7257.6 5171.04 5140.8 5140.8 9676.8 7.3 NPV Budget Including in the above spreadsheet is the detailed NPV budgeting for the Stone Age best case and worst scenarios, based on the cost-benefit analysis presented in the ROI calculations. Looking at the NPV and TCO results, it can be concluded that the Stone Age project is a good investment. Utilizing the best case ROI scenario, the NPV showed a break-even point at about 4 years into the project. This is a good indicator that the project would start producing profits after go-live in production between year 3 and 4, which is good return time for a small size company. Since the NPV shows the break-even point so soon, it can also be concluded that there is low risk in developing the game, thus it is recommended execute this project due to the financial benefits. 7.4 ROI Summary The mobile game industry looks promising for game developers. Currently, the mobile game industry is valued at approximately 14 billion dollars globally and it is expected to continue to grow and triple that amount over the next decade according to Reuter reports. As a result, the opportunity for Stone Age to profit in this expanding market is immense. Stone Age will follow the trend of the latest game successes and came as a free game in the iOS market. It will generate revenue in two ways, by offering in-app purchases and through commercial advertisements. The game will target and cater to a wide audience in order to increase its profitability. Therein lies the risks, going after a large demographic will require extensive market research and understanding of the target audience. As a result, the development will have many cycles which are based on these findings. The above ROI analysis shows that the total initial investment is $206,385. If all goes well, it will take a longer over two years to recoup the investment and turn a profit of $96,000. This is ideal for a small startup company because it allows for reinvestment in the early years to more promotion and better redesign. According the 5 year predicted model, at the end of that time Stone Age will return an investment of $992,755 which is a 142% return. Due to this, it is evident that the Stone Age development is financially viable and should be pursued. 25 of 25