[Game Name]: Prototype
Call a playtest posts the current build and server address to the team chat once Phase 2 is live. Until then, use the planned slot.
My tasks
Garrack (lead)
- Since just now. Next: StartFiles:
docs/design/docs/design/objective-capture.md
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Open tasks by role
3D Art 2 open
- Model, UV and texture the hero from the approved concept sheet.
- Replace the test map greybox walls and floors with a small modular kit: 3 wall pieces, 2 floor tiles, 1 corner, on a 1 m grid.
Animation 2 open
- Create the core locomotion set for the hero: idle, run forward, run strafe left and right, jump, fall and land.
- A short capture pose and loop the hero plays while standing on the point.
Audio 1 open
- Footsteps on two surfaces, jump and land sounds for the hero.
Backend 1 open
- When a match ends the server posts a small result record (teams, score, duration, build ID) to a backend endpoint.
Build/DevOps 1 open
- Write the checklist for the self-hosted build machine: OS, runner install, engine install, cache folders, disk layout.
Community 1 open
- Draft the first short devlog: who we are, what we are building, a few screenshots of the test map and the board.
Concept Art 2 open
- Three silhouette options for the hero character, then one developed into a front, side and back sheet with a color pass.
- Concept the capture point object so it reads from across the map: shape, size relative to the hero, and a lit state versus an idle state.
Design 2 open
- Tune run speed, acceleration, jump height and air control so moving around the test map feels good with 4 players at 150 ms.
- Build a greybox test map sized for 4 to 8 players with one capture point, two spawn areas and a few sightline breakers.
Gameplay Code 3 open
- Implement the base movement controller: run, jump, air control, with server authority and client prediction.
- Implement the capture point: entering, contesting, progress, scoring and the end-of-match condition from the design rules.
- Players spawn at their team's area and respawn after a short delay.
Lighting 1 open
- Light the test map so spawns, lanes and the capture point read clearly.
Marketing 1 open
- A one-page PDF about the studio and the project for prospective developers: what we make, how we work, how to join.
Music 1 open
- A 90 second sketch of the main theme in the direction from docs/vision.md.
Narrative 2 open
- Write a one-page setting pitch: the world, the time, who the players are and why they are here.
- Write 20 short in-game lines for the hero: spawn, capture, win, lose, low health.
Network Code 2 open
- Server assigns players to two balanced teams on join, handles late joiners and leavers, and keeps the team list in sync on every client.
- Add a one-click preset for local testing: 2 to 4 players, 120 ms latency, 2 percent packet loss, so everyone tests the same way.
QA 2 open
- Create the short Google Form used after each playtest and a bug task template so bugs become tasks in one click.
- A 10 minute checklist to run on each new test train build: join, move, capture, respawn, leave.
Rigging 1 open
- Rig the hero model: body with foot and hand IK, a simple face rig for the barks.
Tech Art 1 open
- Set up one master material with the common parameters and write a small script that flags assets not following the naming rules.
Tools 1 open
- A script that checks files in a hand-off folder against the export standards (scale, naming, texture sizes) and writes a short report.
UI Art 1 open
- Design the in-match HUD: health, the capture point state, score and a small team list.
VFX 1 open
- A looping ring effect on the capture point that changes color per team and pulses when contested.
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Who has what
| Who | Active | Holding |
|---|---|---|
| Garrack (lead) Producer, Design | 1 | #2 Shared objective: capture point rules Plan approved since just now |
Plan inbox
Approved 1
- Orchestrator says Approve: This plan serves the "one shared objective" pillar directly and is listed in the Prototype milestone under capture point rules and logic. It is a single design page with no collisions, no code and no binary assets, so the risk is low. One suggestion for the page itself: include how capture state is shown to players, since "readable at a glance" is a pillar and the HUD and audio work will lean on it. (Oct 14, 01:39 UTC)Files:
docs/design/docs/design/objective-capture.md
Orchestrator mode: suggest. It suggests, the lead decides with Approve or Request changes.
Test trains and previews Demo data, coming in Phase 2
Current train: train-1014-3
Building client and server. About 18 minutes left.
Tasks: #8 Hero character model and textures, #23 Export standards checker for hand-off files
| Train | Result | Tasks | Build | Started |
|---|---|---|---|---|
| train-1014-2 | Build ready on the test server | #19 Spawn and respawn system | 1014-9c1e | Oct 14, 10:05 UTC |
| train-1013-1 | Task 12 failed its checks and was returned; the rest shipped | #3 Prototype test map blockout, #12 Capture point ring effect | 1013-77b0 | Oct 13, 20:30 UTC |
Live previews
- #17 Character movement controller (replicated) by dev-a:
preview-17.example.com:7777(until Oct 14, 17:00 UTC)
Merged today Demo data, coming in Phase 2
| artist-b | #8 Hero character model and textures |
| dev-a | #23 Network emulation preset for local testing |
Orchestrator log
| When | Task | Decision | Reason |
|---|---|---|---|
| Oct 14, 01:39 UTC | #2 | suggest-approve | This plan serves the "one shared objective" pillar directly and is listed in the Prototype milestone under capture point rules and logic. It is a single design page with no collisions, no code and no binary assets, so the risk is low. One suggestion for the page itself: include how capture state is shown to players, since "readable at a glance" is a pillar and the HUD and audio work will lean on it. |