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Gestalt Asset System R & D Board

Planned workflow for Gestalt Asset System R & D: * Product Owner (MM currently) writes up hypothesis and defines epics to prove or disprove them. * PO works with developer to define one or more stories per each EPIC * After Developer thumbs up a story (all the requirements are there, the story makes sense), they assign the story to themselves * The developer writes one more more Tasks (or subtasks, or task slices) for each story (each assigned to themselves initially) * The developer then takes just one task and brings it into In Progress and starts working on the task, uploading screenshots, github link for WiP, taking raw notes, copy/pasting code and errors, etc etc directly into the task so that the developer and PO can work together on the tasks asynchronously.
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
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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
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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"
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H1: Epic #2: Create one or more distinct projects where the prefabs can be dropped in and "just work"
EPIC
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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)
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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
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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
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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
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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
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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
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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
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H2: Epic 3: Build a method of downloading a new prefab and importing it into Unity to replace the current one
EPIC
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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
Untitled
META
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
Untitled
Story
TASK: make a POC reading / writing scriptable objects in editor mode
TASK: make a POC reading / writing scriptable objects in editor mode
U
Untitled
Task: Modifying SpaceCube to Work In Editor
Task: Modifying SpaceCube to Work In Editor
U
Untitled
Task
Blocked
Completed
Get Space Cube updated to 2020
Get Space Cube updated to 2020
U
Untitled
U
Untitled
MM to articulate top 3 hypothesis
U
Untitled
META
mm to articulate epics to prove / disprove all three hypothesis.
U
Untitled
META
Task: Building a thruster prefab
Task: Building a thruster prefab
U
Untitled
Task