goal-2021.md 3.3 KB

Rev the Engine Goal for 2021

In 2021, we plan to achieve the following goals through the Rev the Engine Program.

Overall Goal

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.

Target Users

Game Developer in the engine builder studio

Goals for Each Workflow

  • Workflow 1: Onboarding Experience

    • Goal: Passable (3)
      • Users can install and setup the engine to be ready to use within an hour on Windows and Linux platforms.
      • Users can access and manage the remote gems easily.
      • Contributors can follow the instructions to share their gems with the community easily.
  • Workflow 2: Gameplay Design

    • Goal: Passable (3)
      • 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.
      • A user can set up a character controller using inputbindings and Script Canvas
      • 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
  • Workflow 3: Actor Development

    • Goal: Poor (2)
      • Setup an actor and control it to run simple locomotion animations in the scene.
  • Workflow 4: World Building

    • Goal: Poor (2)
      • A user can lay out the basics of a single level with a rough design for where buildings will be
      • A user can use the whitebox tool to modify meshes and generate a shape to represent future art
  • Workflow 5: Look Development

    • Goal: Passable (2)
      • Support WYSIWYG for single model with multiple materials between DCC tools and O3DE.
      • Complete the pre-production and pre-vis (beautiful corner).
  • Workflow 6: Networking & Multiplayer

    • Goal: Poor (2)
      • As a user, I am able to create a multiplayer component for my game.
      • As a user, I am able to use Script Canvas to create a simple game in 1 hour.
        • Start up 2 clients and server
        • Each client is a capsule controlled with NetworkInputs
        • The level has stacked boxes with networked physics
        • Players can run into boxes to see physics in action
        • Players can spawn a ball to "shoot" the boxes
        • Players can be single entities (not a hierarchy)
  • Workflow 7: Team Building

    • Goal: Passable (2)
      • 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
      • A Developer can take the package from their Engine Developer, easily install and access the Editor
      • A Development team can use a version control system to share assets / levels of a project
  • Workflow 8: Editor Extension

    • Goal: Passable (2)
      • 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
  • Workflow 9: Packaging & Deployment

    • Goal: Passable (2)
      • A developer can follow the doc to package the game and send it to the QA team to test on windows and Linux platforms.