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[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.
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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 2 open
- When a match ends the server posts a small result record (teams, score, duration, build ID) to a backend endpoint.
- Let a developer press Preview on the board to get a short-lived server running their branch on managed hosting, shut down after two hours idle.
Build/DevOps 7 open
- Write the checklist for the self-hosted build machine: OS, runner install, engine install, cache folders, disk layout.
- Complete .gitattributes for the chosen engine: every binary type under LFS and marked lockable so start scripts can lock claimed files.
- Set up the build PC as a GitHub Actions self-hosted runner with the engine installed, caches warmed, and a label the workflows can target.
- A workflow on the build machine that compiles the editor, client and dedicated server targets for every pull request and reports back on the PR.
- After a train merges, package the client and server, number the build, and publish the client download the board links to.
- Push each train's server build to the shared test server and restart it, with the old build kept for a quick rollback.
- Run the orchestrator on the build machine on a schedule instead of the lead's PC, with the same pause switch and daily digest.
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 3 open
- Tune run speed, acceleration, jump height and air control so moving around the test map feels good with 4 players at 150 ms.
- Write the rules for the first shared objective: how a point is captured, contested and scored.
- 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 3 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.
- A test where a dedicated server starts, two headless clients join, load the map and play for 60 seconds without errors.
Producer 1 open
- Decide between Unreal Engine 5.8 and Unity 6.3 LTS with the team, record the reasons, and pin the exact version everyone installs.
QA 3 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.
- Run the engine's automation tests as part of Check and publish the results on the pull request.
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 8 open
- A script that checks files in a hand-off folder against the export standards (scale, naming, texture sizes) and writes a short report.
- Create the engine project in the repo with the agreed folder layout, a greybox test map, and the dedicated server target configured.
- A script that checks asset names, folder placement and size limits, and runs in the Check workflow and in the finish script.
- Extend the orchestrator so Ready to test tasks queue up, get merged into main in order with a squash merge, and roll back one when its check fails.
- Post a short message to the team chat when a train finishes: build number, what merged, download link, server status.
- When a task is claimed, create its hand-off folder on the shared Drive and link it from the issue; when Ready to test is pressed, list the files for the integr…
- Switch the orchestrator to auto mode for low and medium risk plans after the suggest-only period, keep high risk with the lead, and record the change in RULES.…
- Fill the trains, builds and previews sections of the board from real workflow runs, and retire the Phase 2 demo labels.
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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Orchestrator mode: suggest. It reviews every plan and suggests; the lead decides with Approve this plan or Request changes. Approving a plan assigns the task to that plan's author.
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. |