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# Rev the Engine Goal for 2021
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+In 2021, we plan to achieve the following goals through the Rev the Engine Program.
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+
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+### Overall Goal
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+ An engine builder studio can evaluate the engine by building a simple game with a few tech artists in the team, and package and test the game on Windows and Linux platforms.
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+
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+### Target Users
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+
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+ Game Developer in the engine builder studio
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+
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+### Goals for Each Workflow
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+
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+ * #### Workflow 1: Onboarding Experience
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+ * Goal: Passable (3)
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+ * Users can install and setup the engine to be ready to use within an hour on Windows and Linux platforms.
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+ * Users can access and manage the remote gems easily.
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+ * Contributors can follow the instructions to share their gems with the community easily.
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+
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+ * #### Workflow 2: Gameplay Design
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+ * Goal: Passable (3)
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+ * A user can create a level, add and remove entities from a prefab, save the level, and use the viewport to manipulate entities and prefabs.
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+ * A user can set up a character controller using inputbindings and Script Canvas
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+ * A user can enable two entities to collide with one another and trigger an event with a specific behavior authored in script canvas when a collision occurs
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+
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+ * #### Workflow 3: Actor Development
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+ * Goal: Poor (2)
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+ * Setup an actor and control it to run simple locomotion animations in the scene.
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+
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+ * #### Workflow 4: World Building
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+ * Goal: Poor (2)
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+ * A user can lay out the basics of a single level with a rough design for where buildings will be
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+ * A user can use the whitebox tool to modify meshes and generate a shape to represent future art
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+
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+ * #### Workflow 5: Look Development
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+ * Goal: Passable (2)
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+ * Support WYSIWYG for single model with multiple materials between DCC tools and O3DE.
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+ * Complete the pre-production and pre-vis (beautiful corner).
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+
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+ * #### Workflow 6: Networking & Multiplayer
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+ * Goal: Poor (2)
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+ * As a user, I am able to create a multiplayer component for my game.
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+ * As a user, I am able to use Script Canvas to create a simple game in 1 hour.
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+ * Start up 2 clients and server
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+ * Each client is a capsule controlled with NetworkInputs
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+ * The level has stacked boxes with networked physics
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+ * Players can run into boxes to see physics in action
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+ * Players can spawn a ball to "shoot" the boxes
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+ * Players can be single entities (not a hierarchy)
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+
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+ * #### Workflow 7: Team Building
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+ * Goal: Passable (2)
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+ * An Engine Developer (C++ experience) can package up the Engine and any extensions they have made to the Engine and share this with a Development / Design / Tecnical Artist team
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+ * A Developer can take the package from their Engine Developer, easily install and access the Editor
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+ * A Development team can use a version control system to share assets / levels of a project
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+
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+ * #### Workflow 8: Editor Extension
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+ * Goal: Passable (2)
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+ * A developer with C++ experience can follow a documented tutorial that explains how to build a Gem that adds a menu item that opens a new Window in the editor
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+
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+ * #### Workflow 9: Packaging & Deployment
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+ * Goal: Passable (2)
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+ * A developer can follow the doc to package the game and send it to the QA team to test on windows and Linux platforms.
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+
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