Hypothesis and EPICs
Hypothesis #1: That we can create a "drop it in and it works" ecosystem for prefabs which includes a combination of at least one visual aspect and at least one built in functionality aspect
Hypothesis #1: That we can create a "drop it in and it works" ecosystem for prefabs which includes a combination of at least one visual aspect and at least one built in functionality aspect
Hypothesis
Epic #1: Create a set of prefabs in a hierarchy for testing
Epic #1: Create a set of prefabs in a hierarchy for testing
EPIC
H1: Epic #2: Create one or more distinct projects where the prefabs can be dropped in and "just work"
H1: Epic #2: Create one or more distinct projects where the prefabs can be dropped in and "just work"
EPIC
H1: Epic #3: Create one or more new prefabs that can be dropped in and just work to both game projects.
EPIC
Hypothesis #3: That we can automate a QA process for our prefabs to be tested across the last 6 months of Unity editor releases (including most recent cutting edge and most recent LTS)
Hypothesis #3: That we can automate a QA process for our prefabs to be tested across the last 6 months of Unity editor releases (including most recent cutting edge and most recent LTS)
Hypothesis
H3: Epic 10: build QA "in editor" loop control UI for unit testing where we can programmatically observe the results of each asset's tests
EPIC
H3: Epic 11: build a tool chain which can load up the one or more assets into the current 2020 LTS and 2021 unity editor and run those in editor qa tests
EPIC
H3: Epic 12: build a tool which can identify and notify us when new versions of the unity editor come out for Mac and Windows
EPIC
Hypothesis #2: That we can develop a software design life cycle (SDLC) that includes shipping updated GAS Prefab Assets which can be auto-magically updated into existing projects without breaking customized functionalities from developers who are working with our assets
Hypothesis
H2: Epic 1: Build a component within our assets which can check and present its current version and the most up-to-date version of it from a remote DB
H2: Epic 1: Build a component within our assets which can check and present its current version and the most up-to-date version of it from a remote DB
EPIC
H2: Epic 2: Build a method of SOLID open/closed and inversion of control method of our Prefab behaviors to be easily EXTENDED while not UPDATING the prefab itself
EPIC
H2: Epic 3: Build a method of downloading a new prefab and importing it into Unity to replace the current one
EPIC
H2: Epic 4: Release updated behaviors for the initial prefabs into our initial test projects with hands off updates on those projects such the the updates "just work" without undoing developer customizations
EPIC
Not started (Stories and Tasks)
Task: build a basic inspector for keybind
Task: build a basic inspector for keybind
Task
Story #2: As a developer using the GAS asset, I would like a cockpit or control seat prefab which I can attach to a body which will transfer player control from a toon/avatar to the body with the control seat / cockpit
Story
In progress
META: MM writing all EPICs to prove out top 3 hypothesis
U
UntitledMETA
Story #1: As a developer using a GAS asset, I would like to have a thruster prefab with a keybind mechanic so as to apply thrust to a body which the thruster is attached to.
Story #1: As a developer using a GAS asset, I would like to have a thruster prefab with a keybind mechanic so as to apply thrust to a body which the thruster is attached to.
U
UntitledStory
TASK: make a POC reading / writing scriptable objects in editor mode
TASK: make a POC reading / writing scriptable objects in editor mode
U
UntitledTask: Modifying SpaceCube to Work In Editor
Task: Modifying SpaceCube to Work In Editor
U
UntitledTask
Blocked
Completed
Get Space Cube updated to 2020
Get Space Cube updated to 2020
U
UntitledU
UntitledMM to articulate top 3 hypothesis
U
UntitledMETA
mm to articulate epics to prove / disprove all three hypothesis.
U
UntitledMETA
Task: Building a thruster prefab
Task: Building a thruster prefab
U
UntitledTask