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Final Report (Legal, social, ethical and professional issues (Legal…
Final Report
Legal, social, ethical and professional issues
Paragraph counts
3
1 : 2, 2
5
4
Average
4
Legal
Open source licensing
MIT Licence
Permissive
Free use provided continued licence
Give up copyright
Most popular free software license
https://en.wikipedia.org/wiki/MIT_License
IP basics booklet
Other software used (see Software)
Licence of products produced with those softwares
Legality of using 3rd party content
Different version of unity - see
Can third party content (such as user generated content, game mods, and Asset Store packages) developed in Unity Personal be used to develop a game in Unity Plus or Pro, and vice versa?
Direct licence of that content
Snow shader
Volumetric lighting
No trade marks
Social
Issue tracker
Moderation of
Lack of control from GitHub
Argument for undercutting other projects in terms of cost?
Ethical
University ethical guidelines
Software used by other people
Mitigate risk of damage/problems
Professional
BCS Code of conduct
http://www.inf.ed.ac.uk/teaching/courses/pi/slides/pi-bcs.pdf
Git commits
Project licence, intellectual property (copyright). The nature of open source and how this impacts the project. Social/ethical impacts of releasing open source. Licenses of software used.
Background, Objectives and Deliverables
Paragraph counts
5, 1, 5
11
5
(10, 16 (technologies), 5), 7, 1
39
Average
18
Background
See PID comparisons
Objectives
From PID
From requirements doc
Deliverables
Reference PID
Improved skillset
A brief summary of the context of the project, alongside a summary of what was proposed in the PID and what should have been delivered as a result. Discussion of differences between target deliverables and delivered results.
Appendicies
Elements that are: Too voluminous or detailed/relate to wider context/other documents discussed in main body. Eg. User guide, project management artifacts, PID, highlights, software/methodology discussion and comparisons, requirements, plans.
Reference the 3rd party visual elements used?
PID
Ethics application
Requirements document
Good previous reports
Youel
Alexander David Richardson
Jack Wakeham (software section)
Nicholas Buhagiar
Stages
Contents
Code Snippets
Screenshots
Sequence images
Highlight report text
Title each stage with summary - a la elliot blackburn
Paragraph counts (avr per stage)
9 (4 stages)
5 (8 stages)
Average
24
2: 5, 7, 5, 8, 6, 7
40
The summary of the project, stage by stage. Discussion of problems and solutions, how the project did (or didn’t) keep to the original plan.
Abstract
Contents
Paragraph count
8
6
Average
7
A condensed version of the entire document.
End-project report
Paragraph counts
2
11
1 + 1per objective + 4
19
Average
11
Contents
Breif
Summary of project and its achievements. (Ruthless) evaluation of where the project met and failed to meet the objectives. Changes (and reasons for) made during the project.
Project management
Content
Paragraph counts
5
5
Average
5
Method of approach
Paragraph counts
3
4, 4, 4, 6, 5, 4, 5
32
5
Average
13
Contents
Cowboy - why it wasn't used
Git - why no branching?
Literature review
Paragraph counts
9
Average
9
Contents
Example games
Weather in games
article
, with a focus on Bully
From this - memorable impact
10 best weather effects
article
Weather effects in racing games
Linked article
talking about Driveclub
Discusses systems similar to the weather system
Forum critique of assassin's creed lack of dynamic weather
Later praise of AC4 weather
"Important to players" argument
cRPG "Pillars of Eternity" -
Creating immersion through weather effects
GTA SA
Weather Frames
Rain in "Remember Me"
Also covers rain effects in games
More technical stuff
The Division Weather
Discussion of gameplay as well as visual impacts
NCAA Football 2008 weather
Discussion of gameplay impact as well as visuals
The Crew - critique due to lack of weather
forum
Sniper Elite/Arma 3
Shots hidden by thunder
Dwarf fortress
Creates swamp environments
Left4Dead
Weather during boss fights
Lost planet 3
Pubg
Widespread criticism of weather removal
How weather affects gameplay
article
PUBG’s foggy weather makes for a fantastically terrifying experience
Silent Hill
Famously used fog to limit draw distance
Worked in its favour (final para
here
and second fog ref
here
)
Frostpunk
Mechanical impacts of weather
Sea of Theives
Boat damage
Why have weather in games?
"How's the weather: Simulating Weather in Virtual Environments"
Also looks at broader "ecology" in games
Applications beyond games
Towards a Real-time 3D
Simulation of Localised Weather
Implement of weather simulation system using EEG for immersion of game play
GTA driverless cars
Virtual Weather Systems – Measuring Impact within
Videogame Environments
Lots of good references, including desire for realism/seamlessness
And discussion on links between realism and immersion - links to believability of game systems
Results from the
trial showed the rich weather simulation performed better in terms
of immersion and realism whilst not changing the playability or
environment factors
strong preference
for the rich weather simulation
Effects of weather in the process of world building
Internet archive of world building resources
Lots of focus on visuals - but these, irrelevant of art style, require believable transitions
Effect of weather on mood
Here comes the sun: how the weather affects our mood
As a plot device
Literary Device
A storm is coming: Weather in fiction
Discusses mood, plot, world-building and as an enemy
Weather in fiction
Weather as an event and as depth to background
It's not just rain - how weather can help with story telling
In gothic literature
eNotes
Royal Met Soc
Good article
around weather in
Let the right one in
Weather and literature
with a focus on Gothic
Procedural generation
Not the be all and end all - no man's sky
Hence the addition of manual mode
Technique has been used for a long time -
Elite
, and
others
Perlin noise
Unity has built in implementation
From that built deterministic generators for all values
Type of
gradient noise
"Project Context"
This could be a subcategory of Background/objectives/deliverables
A more in-depth description of the background to the project. Why was the product produced? Comparison to similar products, reflection on comparison made in PID.
Architecture
Paragraph counts
3
4: 3, 3, 1, 3, 4
18
Average
11
Contents
Component based nature of Unity
Intro to components
Breakdown of monobehaviour
Breakdown of ScriptableObject
Class diagram
Where OO breaks down
[SerializeField]
OO compliant
Coroutines
Hierarchy structure
Providing interface for developers to create their own methods
Discussion
of TDD difficulties in Unity
No longer supported by Unity
Optimisations/Code specifics
FindObjectOfType<>
More performant than x
Caching - also discuss since 5.x caching is done internally
Coroutines
Not called by string
What is Software Architecture?
Proc gen
algorithm design
pseudo code
breakdown
Meeting objectives
Queryability
Extensibility
Editor frendliness
Namespaces
The overall design and structure of the product. Conformity to OO design principles. Reasons for non conformity (component-based elements/limitations)
Introduction
Paragraph counts
3
4
3
Average
3
Contents
Self-contained overview of the project - the project objectives and deliverables at a high level.
Project post-mortem
Paragraph counts
3
5
9
Average
4
A critique of the project as a whole. What methods worked well, what didn’t? Were specifications detailed enough? Was there feature creep? The author’s performance. Discussion of external feedback. Lessons learned.
Timing estimates weren't great
re: when testing would start
Software
Paragraph counts
4
Average
4
Contents
Axosoft
Git
Unity
Visual studio
Why these ones rather than others?
The software used throughout the project.
Awknowledgements
Marius Varga
Beth RR
Conclusions
Content
Did it deliver?
What could be done better next time
Paragraph count
3
3
3
Average
3
Testing
Against weather data
User Guide
Do as Markdown (in repo) and convert for appendix?
Table of contents
Numbered headings
Numbered Titles