Initial commit: Complete project foundation with all documentation, scripts, and project structure
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TASKS/phase1_tasks.md
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TASKS/phase1_tasks.md
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# Phase 1 Tasks - Pre-Production (Days 1-15)
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## Week 1: Vision, Scope, & Pipeline Setup (Days 1-7)
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### Documentation Tasks
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- [ ] Create README.md
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- [ ] Create PROJECT_CHARTER.md
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- [ ] Create TECHNICAL_BRIEF.md
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- [ ] Create ART_BIBLE.md
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- [ ] Create DISTRICT_SELECTION.md
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- [ ] Create PROJECT_PLAN.md
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- [ ] Create PIPELINE.md
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- [ ] Create NAMING_CONVENTIONS.md
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- [ ] Create UE5_SETUP.md
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- [ ] Create PROJECT_SETTINGS.md
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- [ ] Create PLUGINS.md
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- [ ] Create VERSION_CONTROL.md
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- [ ] Create MILESTONES.md
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### Version Control Setup
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- [ ] Create .gitignore
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- [ ] Create .gitattributes
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- [ ] Initialize Git repository
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- [ ] Install and configure Git LFS
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- [ ] Test Git LFS with sample files
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- [ ] Set up remote repository (if applicable)
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### Unreal Engine Setup
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- [ ] Install Unreal Engine 5.4
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- [ ] Create new UE5 project (DubaiMetaverse)
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- [ ] Configure project settings (Nanite, Lumen, World Partition)
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- [ ] Set up project folder structure
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- [ ] Install required plugins (PCG, MRQ, Virtual Production Tools)
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- [ ] Verify plugins are working
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- [ ] Test basic Nanite mesh import
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- [ ] Test Lumen lighting
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- [ ] Test World Partition
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### Project Management
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- [ ] Set up task tracking system
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- [ ] Create milestone tracking
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- [ ] Set up communication channels
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- [ ] Schedule weekly reviews
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## Week 2: Geospatial Acquisition + Blockout (Days 8-15)
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### Data Acquisition
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- [ ] Research OpenStreetMap data sources for Dubai Marina
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- [ ] Download OpenStreetMap building data
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- [ ] Download GIS/DEM elevation data
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- [ ] Process OpenStreetMap data
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- [ ] Process elevation data for terrain
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- [ ] Validate data accuracy
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### Blockout Creation
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- [ ] Import OpenStreetMap data to Unreal
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- [ ] Generate terrain from elevation data
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- [ ] Create building footprint meshes
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- [ ] Place buildings in blockout level
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- [ ] Create road network
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- [ ] Add basic navigation paths
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- [ ] Validate scale (1:1)
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- [ ] Test navigation flow
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### Asset Planning
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- [ ] Analyze blockout and identify assets
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- [ ] Create Tier 1 asset list (Hero: Cayan Tower)
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- [ ] Create Tier 2 asset list (Primary buildings: 20-40)
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- [ ] Create Tier 3 asset list (Background buildings)
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- [ ] Create prop asset list
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- [ ] Create vehicle asset list
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- [ ] Create material requirements list
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- [ ] Document asset specifications
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### Photogrammetry Planning
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- [ ] Identify buildings for photogrammetry
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- [ ] Plan photography sessions (if on-site)
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- [ ] Research photogrammetry tools (RealityCapture, Luma AI)
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- [ ] Set up photogrammetry workflow
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- [ ] Test photogrammetry pipeline with sample
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### Blockout Review
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- [ ] Internal blockout review
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- [ ] Stakeholder review
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- [ ] Gather feedback
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- [ ] Update blockout based on feedback
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- [ ] Finalize blockout layout
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- [ ] Document blockout decisions
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## Deliverables Checklist
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### Week 1 Deliverables
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- [ ] All documentation complete
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- [ ] Version control configured
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- [ ] UE5 project ready
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- [ ] Plugins installed
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- [ ] Project structure created
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### Week 2 Deliverables
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- [ ] Geospatial data acquired
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- [ ] Blockout level playable
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- [ ] Asset list complete
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- [ ] Blockout reviewed and approved
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## Notes
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- Focus on accuracy in Week 2 - blockout scale must be 1:1
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- Asset list should be comprehensive - better to over-plan than under-plan
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- Photogrammetry can be done in parallel with other work if resources allow
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---
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**Status**: In Progress
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**Last Updated**: [Current Date]
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TASKS/phase2_tasks.md
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TASKS/phase2_tasks.md
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# Phase 2 Tasks - Environment Production (Days 15-45)
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## Week 3: Procedural City Generation (Days 15-22)
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### PCG System Setup
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- [ ] Research PCG framework capabilities
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- [ ] Create PCG_BuildingPlacement graph
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- [ ] Define building placement rules
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- [ ] Create PCG_RoadProps graph
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- [ ] Define road prop placement rules (lamp posts, barriers, etc.)
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- [ ] Create PCG_Vegetation graph
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- [ ] Define vegetation placement rules
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- [ ] Test PCG graphs in blockout
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- [ ] Iterate on placement rules
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- [ ] Document PCG workflow
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### Houdini Integration
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- [ ] Install Houdini (if not already installed)
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- [ ] Install Houdini Engine plugin in UE5
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- [ ] Create building_generator.hda
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- [ ] Set up modular building parameters
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- [ ] Create road_network.hda
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- [ ] Create terrain_sculpt.hda
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- [ ] Test HDA import to UE5
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- [ ] Document Houdini workflow
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### Procedural Population
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- [ ] Generate LOD1-LOD3 building proxies
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- [ ] Populate blockout with PCG buildings
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- [ ] Place road props procedurally
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- [ ] Place vegetation procedurally
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- [ ] Validate 60-70% building coverage
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- [ ] Test performance with procedural content
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- [ ] Optimize PCG graphs if needed
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### Documentation
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- [ ] Document PCG workflow
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- [ ] Document Houdini pipeline
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- [ ] Create PCG graph documentation
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- [ ] Create progress report (week3_report.md)
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## Week 4: Hero Landmark Modeling + Texturing (Days 22-29)
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### Cayan Tower Modeling
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- [ ] Gather reference images of Cayan Tower
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- [ ] Create high-poly model in Blender/Maya
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- [ ] Model main structure (twisted tower)
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- [ ] Model architectural details
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- [ ] Create UV layout (UDIM workflow)
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- [ ] Validate model accuracy
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- [ ] Export model for texturing
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### Texturing
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- [ ] Set up Substance Painter project
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- [ ] Create 8K texture sets (Base Color, Normal, Roughness, Metallic, AO)
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- [ ] Create glass material textures
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- [ ] Create chrome/stainless steel textures
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- [ ] Create emissive/neon textures (if needed)
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- [ ] Create Arabic calligraphy textures (if needed)
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- [ ] Export textures (8K, UDIM)
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- [ ] Validate texture quality
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### Material Creation
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- [ ] Import textures to Unreal
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- [ ] Create M_Glass_8K material
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- [ ] Create M_Chrome_8K material
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- [ ] Create M_Emissive_Neon material (if needed)
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- [ ] Create M_Calligraphy material (if needed)
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- [ ] Create material instances for variations
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- [ ] Test materials in level
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### Nanite Import
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- [ ] Import high-poly model to Unreal
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- [ ] Enable Nanite on mesh
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- [ ] Assign materials
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- [ ] Test Nanite rendering
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- [ ] Validate visual quality
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- [ ] Test performance
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- [ ] Place in level and test lighting
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### Documentation
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- [ ] Document hero asset specifications
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- [ ] Document texturing workflow
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- [ ] Create progress report (week4_report.md)
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## Week 5: Detailed Architecture + Materials (Days 29-36)
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### Primary Building Modeling
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- [ ] Model Building 01 (Marina residential)
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- [ ] Model Building 02 (Marina residential)
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- [ ] Model Building 03-10 (continue modeling)
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- [ ] Model Building 11-20 (continue modeling)
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- [ ] Model Building 21-30 (continue modeling)
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- [ ] Model Building 31-40 (if needed, continue)
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- [ ] Create UV layouts for all buildings
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- [ ] Validate model quality and consistency
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### Material Library Creation
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- [ ] Create M_Concrete_4K material
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- [ ] Create M_Glass_Window_4K material
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- [ ] Create M_Metal_Facade_4K material
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- [ ] Create M_Dust_Accumulation decal material
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- [ ] Create M_Neon_Signage material
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- [ ] Create material instances for variations
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- [ ] Document material library
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### Texturing Primary Buildings
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- [ ] Texture Building 01 (4K texture set)
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- [ ] Texture Building 02 (4K texture set)
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- [ ] Continue texturing buildings 03-40
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- [ ] Apply materials to buildings
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- [ ] Create material variations
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- [ ] Validate texture quality
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### Shader Variations
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- [ ] Create MFX_HeatHaze shader
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- [ ] Create MFX_Fingerprint shader
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- [ ] Create MFX_Weathering shader
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- [ ] Test shader effects in level
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- [ ] Apply shaders where appropriate
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### Global Decal Pass
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- [ ] Create weathering decals
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- [ ] Create crack decals
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- [ ] Create signage decals
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- [ ] Create BP_DecalPlacer blueprint
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- [ ] Apply decals to buildings
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- [ ] Validate decal placement
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### Documentation
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- [ ] Document building pipeline
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- [ ] Document material library
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- [ ] Update asset tracking spreadsheet
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- [ ] Create progress report (week5_report.md)
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## Deliverables Checklist
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### Week 3 Deliverables
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- [ ] PCG graphs created and working
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- [ ] Houdini HDAs created (if using)
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- [ ] Blockout populated (60-70% buildings)
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- [ ] Procedural workflow documented
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### Week 4 Deliverables
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- [ ] Cayan Tower model complete
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- [ ] 8K textures created
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- [ ] Materials created and assigned
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- [ ] Hero asset in UE5 and working
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### Week 5 Deliverables
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- [ ] 20-40 primary buildings modeled
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- [ ] Material library complete
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- [ ] 70-80% buildings at production detail
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- [ ] Shader variations created
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- [ ] Decals applied
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## Notes
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- Week 3: Focus on getting procedural system working - can iterate later
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- Week 4: Hero asset is critical - allocate sufficient time and resources
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- Week 5: Prioritize quality over quantity - better to have fewer high-quality buildings
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---
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**Status**: Pending
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**Last Updated**: [Current Date]
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TASKS/phase3_tasks.md
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# Phase 3 Tasks - World Systems (Days 45-70)
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## Week 6: Lighting, Atmosphere, & Weather (Days 36-43)
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### Lighting Setup
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- [ ] Research Dubai lighting references
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- [ ] Set up HDRI sky
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- [ ] Configure sky light
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- [ ] Create BP_DirectionalLight (sun)
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- [ ] Configure Lumen GI settings
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- [ ] Configure Lumen reflection settings
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- [ ] Test lighting in level
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- [ ] Adjust lighting quality settings
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### Day/Night Cycle
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- [ ] Create BP_DayNightCycle blueprint
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- [ ] Set up time of day system
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- [ ] Configure sun rotation
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- [ ] Configure sky color changes
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- [ ] Test sunrise (6:00-8:00)
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- [ ] Test daytime (8:00-17:00)
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- [ ] Test sunset (17:00-19:00)
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- [ ] Test night (19:00-6:00)
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- [ ] Validate smooth transitions
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### Atmosphere & Fog
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- [ ] Create BP_Atmosphere blueprint
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- [ ] Configure volumetric fog
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- [ ] Set up humidity simulation
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- [ ] Configure atmospheric perspective
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- [ ] Test fog density
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- [ ] Adjust fog color and intensity
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- [ ] Test performance impact
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### Heat Haze
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- [ ] Create MFX_HeatHaze material
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- [ ] Set up heat distortion shader
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- [ ] Apply to appropriate surfaces
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- [ ] Test heat haze effect
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- [ ] Adjust intensity and distance
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- [ ] Validate visual quality
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### Post-Process
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- [ ] Create PP_DubaiCinematic post-process volume
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- [ ] Configure bloom settings
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- [ ] Configure chromatic aberration
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- [ ] Configure depth of field
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- [ ] Set up color grading (time-of-day LUTs)
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- [ ] Test post-process effects
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- [ ] Adjust for cinematic quality
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### Documentation
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- [ ] Document lighting setup
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- [ ] Document day/night cycle system
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- [ ] Create progress report (week6_report.md)
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## Week 7: Vehicles, Water, & World FX (Days 43-50)
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### Vehicle Models
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- [ ] Model/import Lamborghini
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- [ ] Model/import G-Wagon
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- [ ] Model/import Ferrari
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- [ ] Create vehicle materials
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- [ ] Texture vehicles (4K)
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- [ ] Validate vehicle models
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### Chaos Vehicle System
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- [ ] Research Chaos vehicle system
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- [ ] Create BP_VehicleBase blueprint
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- [ ] Set up vehicle physics
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- [ ] Configure vehicle movement
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- [ ] Create BP_VehicleController
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- [ ] Set up input mapping
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- [ ] Test vehicle driving
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- [ ] Adjust physics parameters
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- [ ] Validate vehicle feel
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### AI Traffic
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- [ ] Create traffic spline system
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- [ ] Set up PCG_Traffic graph
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- [ ] Configure vehicle spawning
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- [ ] Set up vehicle AI movement
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- [ ] Test traffic flow
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- [ ] Adjust traffic density
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- [ ] Validate performance
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### Marina Water
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- [ ] Research water shader techniques
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- [ ] Create M_MarinaWater material
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- [ ] Set up water reflections
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- [ ] Configure water caustics
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- [ ] Create M_WaterFoam material
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- [ ] Set up wave animation
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- [ ] Create BP_WaterSystem controller
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- [ ] Test water simulation
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- [ ] Validate visual quality
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### Particle Effects
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- [ ] Create P_Dust particle system
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- [ ] Configure dust particles
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- [ ] Create P_HeatDistortion effect
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- [ ] Create P_SandBlowing particle system
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- [ ] Create P_Fountain water simulation
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- [ ] Place particles in level
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- [ ] Test particle effects
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- [ ] Adjust particle parameters
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- [ ] Validate performance
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### Documentation
|
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- [ ] Document vehicle system
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- [ ] Document water system
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- [ ] Document particle effects
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- [ ] Create progress report (week7_report.md)
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## Week 8: MetaHumans + AI NPCs (Days 50-57)
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### MetaHuman Creation
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- [ ] Set up MetaHuman Creator account
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- [ ] Create MetaHuman 01 (Dubai diverse)
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- [ ] Create MetaHuman 02 (Dubai diverse)
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- [ ] Create MetaHuman 03-05 (continue)
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- [ ] Create MetaHuman 06-10 (if needed)
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- [ ] Export MetaHumans to UE5
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- [ ] Import MetaHumans to project
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- [ ] Validate MetaHuman quality
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### Animation Setup
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- [ ] Import/create AM_Walking animation
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- [ ] Import/create AM_Sitting animation
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- [ ] Import/create AM_PhoneUsage animation
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- [ ] Import/create AM_Gestures animations
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- [ ] Create animation blueprints
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- [ ] Test animations on MetaHumans
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- [ ] Validate animation quality
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### Behavior Trees
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- [ ] Research behavior tree system
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- [ ] Create BT_NPC_Wander behavior tree
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- [ ] Create BT_NPC_Social behavior tree
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- [ ] Create BT_NPC_Phone behavior tree
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- [ ] Test behavior trees
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- [ ] Adjust behavior parameters
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### NPC Controller
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- [ ] Create BP_NPCController blueprint
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- [ ] Set up AI perception
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- [ ] Configure NPC movement
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- [ ] Link behavior trees to controller
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- [ ] Test NPC behavior
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- [ ] Adjust AI parameters
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### ChatGPT Integration (Optional)
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- [ ] Research ChatGPT API
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- [ ] Set up API credentials (secure storage)
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- [ ] Create BP_DialogueSystem blueprint
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- [ ] Implement API integration
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- [ ] Create dialogue templates
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- [ ] Test dialogue system
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- [ ] Document integration
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### NPC Placement
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- [ ] Place NPCs in level
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- [ ] Configure NPC spawn points
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- [ ] Set up NPC groups
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- [ ] Test NPC behavior in level
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- [ ] Adjust NPC density
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- [ ] Validate performance
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||||
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||||
### Documentation
|
||||
|
||||
- [ ] Document MetaHuman pipeline
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||||
- [ ] Document NPC behavior system
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||||
- [ ] Document facial capture (if using)
|
||||
- [ ] Document ChatGPT integration (if using)
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||||
- [ ] Create progress report (week8_report.md)
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||||
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||||
## Deliverables Checklist
|
||||
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||||
### Week 6 Deliverables
|
||||
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||||
- [ ] Lighting system complete
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- [ ] Day/night cycle working
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- [ ] Atmosphere and fog configured
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||||
- [ ] Post-process volume set up
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||||
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||||
### Week 7 Deliverables
|
||||
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||||
- [ ] Vehicles drivable
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- [ ] Marina water simulation working
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||||
- [ ] Particle effects created
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||||
- [ ] AI traffic system working
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||||
### Week 8 Deliverables
|
||||
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||||
- [ ] 5-10 MetaHumans created
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- [ ] NPC behavior system working
|
||||
- [ ] NPCs populating district
|
||||
- [ ] ChatGPT integration (optional)
|
||||
|
||||
## Notes
|
||||
|
||||
- Week 6: Lighting is critical for visual quality - allocate sufficient time
|
||||
- Week 7: Water simulation can be complex - prototype early
|
||||
- Week 8: NPCs add life to the district - prioritize natural behavior
|
||||
|
||||
---
|
||||
|
||||
**Status**: Pending
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
154
TASKS/phase4_tasks.md
Normal file
154
TASKS/phase4_tasks.md
Normal file
@@ -0,0 +1,154 @@
|
||||
# Phase 4 Tasks - Gameplay + Interaction (Days 70-85)
|
||||
|
||||
## Week 9: Core Interactions (Days 57-64)
|
||||
|
||||
### Player Systems
|
||||
|
||||
- [ ] Research player controller options
|
||||
- [ ] Create BP_PlayerController blueprint
|
||||
- [ ] Set up first-person movement
|
||||
- [ ] Set up third-person movement (optional)
|
||||
- [ ] Configure input mapping
|
||||
- [ ] Create BP_PlayerPawn
|
||||
- [ ] Test player movement
|
||||
- [ ] Adjust movement parameters
|
||||
- [ ] Validate player feel
|
||||
|
||||
### UI Systems
|
||||
|
||||
- [ ] Create WBP_MainMenu widget
|
||||
- [ ] Design main menu layout
|
||||
- [ ] Implement menu functionality
|
||||
- [ ] Create WBP_MiniMap widget
|
||||
- [ ] Set up mini-map system
|
||||
- [ ] Create WBP_InteractionPrompt widget
|
||||
- [ ] Implement interaction UI
|
||||
- [ ] Test UI systems
|
||||
- [ ] Polish UI appearance
|
||||
|
||||
### Interaction System
|
||||
|
||||
- [ ] Design interaction framework
|
||||
- [ ] Create BP_Interactable base class
|
||||
- [ ] Implement interaction interface
|
||||
- [ ] Create BP_Door blueprint
|
||||
- [ ] Implement door interaction
|
||||
- [ ] Create BP_Hologram blueprint
|
||||
- [ ] Implement hologram display
|
||||
- [ ] Create BP_InfoPanel blueprint
|
||||
- [ ] Implement info panel interaction
|
||||
- [ ] Create BP_Elevator blueprint
|
||||
- [ ] Implement elevator interaction
|
||||
- [ ] Create BP_TeleportPoint blueprint
|
||||
- [ ] Implement teleport/fast travel
|
||||
- [ ] Test all interactions
|
||||
- [ ] Validate interaction feel
|
||||
|
||||
### Quest/Navigation System
|
||||
|
||||
- [ ] Design quest system architecture
|
||||
- [ ] Create BP_QuestSystem blueprint
|
||||
- [ ] Implement quest framework
|
||||
- [ ] Create BP_NavigationPrompt blueprint
|
||||
- [ ] Implement navigation guidance
|
||||
- [ ] Create quest data assets
|
||||
- [ ] Test quest system
|
||||
- [ ] Test navigation system
|
||||
- [ ] Validate user experience
|
||||
|
||||
### Documentation
|
||||
|
||||
- [ ] Document interaction system
|
||||
- [ ] Document player controls
|
||||
- [ ] Document quest system
|
||||
- [ ] Create progress report (week9_report.md)
|
||||
|
||||
## Week 10: Cinematic Rendering + Performance Pass (Days 64-71)
|
||||
|
||||
### Cinematic Sequences
|
||||
|
||||
- [ ] Plan cinematic shots (6-12 shots)
|
||||
- [ ] Create CineCamera_Drone camera
|
||||
- [ ] Create CineCamera_Helicopter camera
|
||||
- [ ] Create CineCamera_StreetLevel camera
|
||||
- [ ] Create SQ_DubaiCinematic_01 sequence
|
||||
- [ ] Create SQ_DubaiCinematic_02 sequence
|
||||
- [ ] Continue creating sequences 03-12
|
||||
- [ ] Animate camera movements
|
||||
- [ ] Set up camera paths
|
||||
- [ ] Test sequences in Sequencer
|
||||
- [ ] Create SQ_MasterSequence
|
||||
- [ ] Assemble master sequence
|
||||
|
||||
### Movie Render Queue
|
||||
|
||||
- [ ] Research Movie Render Queue
|
||||
- [ ] Create MRQ_8K_EXR render preset
|
||||
- [ ] Configure 8K EXR output (7680x4320)
|
||||
- [ ] Set up additional passes (motion vectors, depth, normals)
|
||||
- [ ] Create MRQ_4K_MP4 render preset
|
||||
- [ ] Configure 4K MP4 output
|
||||
- [ ] Test render presets
|
||||
- [ ] Render test sequence
|
||||
- [ ] Validate render quality
|
||||
|
||||
### Performance Optimization
|
||||
|
||||
- [ ] Profile current performance (Unreal Insights)
|
||||
- [ ] Identify performance bottlenecks
|
||||
- [ ] Generate LODs for non-Nanite assets
|
||||
- [ ] Assign LODs to assets
|
||||
- [ ] Optimize Nanite clustering
|
||||
- [ ] Optimize material complexity
|
||||
- [ ] Optimize lightmap resolution
|
||||
- [ ] Set up streaming volumes
|
||||
- [ ] Optimize World Partition streaming
|
||||
- [ ] Test performance improvements
|
||||
- [ ] Validate 60-90 FPS target
|
||||
|
||||
### Optimization Validation
|
||||
|
||||
- [ ] Test performance at 1440p
|
||||
- [ ] Test performance at 4K
|
||||
- [ ] Profile GPU usage
|
||||
- [ ] Profile CPU usage
|
||||
- [ ] Profile memory usage
|
||||
- [ ] Identify remaining bottlenecks
|
||||
- [ ] Apply additional optimizations
|
||||
- [ ] Validate final performance
|
||||
|
||||
### Documentation
|
||||
|
||||
- [ ] Document cinematic pipeline
|
||||
- [ ] Document performance optimization
|
||||
- [ ] Document streaming setup
|
||||
- [ ] Document LOD guidelines
|
||||
- [ ] Create progress report (week10_report.md)
|
||||
|
||||
## Deliverables Checklist
|
||||
|
||||
### Week 9 Deliverables
|
||||
|
||||
- [ ] Player controller working
|
||||
- [ ] Interaction system complete
|
||||
- [ ] UI systems functional
|
||||
- [ ] Navigation system working
|
||||
|
||||
### Week 10 Deliverables
|
||||
|
||||
- [ ] 6-12 cinematic sequences created
|
||||
- [ ] 8K EXR render successful
|
||||
- [ ] Performance optimized (60-90 FPS)
|
||||
- [ ] 45-60 second cinematic trailer
|
||||
|
||||
## Notes
|
||||
|
||||
- Week 9: Focus on user experience - interactions should feel natural
|
||||
- Week 10: Performance is critical - allocate sufficient time for optimization
|
||||
- Cinematic rendering can be time-consuming - start early if possible
|
||||
|
||||
---
|
||||
|
||||
**Status**: Pending
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
144
TASKS/phase5_tasks.md
Normal file
144
TASKS/phase5_tasks.md
Normal file
@@ -0,0 +1,144 @@
|
||||
# Phase 5 Tasks - Final Polish + Packaging (Days 85-90)
|
||||
|
||||
## Week 11-12: Testing & Build Delivery (Days 71-90)
|
||||
|
||||
### Testing & QA
|
||||
|
||||
- [ ] Review testing checklist
|
||||
- [ ] Test all gameplay systems
|
||||
- [ ] Test all interactions
|
||||
- [ ] Test vehicle systems
|
||||
- [ ] Test NPC systems
|
||||
- [ ] Test lighting (all time of day)
|
||||
- [ ] Test performance on target hardware
|
||||
- [ ] Test streaming and loading
|
||||
- [ ] Test UI systems
|
||||
- [ ] Test audio systems
|
||||
- [ ] Document bugs found
|
||||
- [ ] Fix critical bugs
|
||||
- [ ] Fix high-priority bugs
|
||||
- [ ] Fix medium-priority bugs (time permitting)
|
||||
- [ ] Re-test fixed bugs
|
||||
- [ ] Validate bug fixes
|
||||
|
||||
### Audio Integration
|
||||
|
||||
- [ ] Research audio requirements
|
||||
- [ ] Source/create A_AmbientCity audio
|
||||
- [ ] Source/create A_VehicleSounds audio
|
||||
- [ ] Source/create A_Footsteps audio
|
||||
- [ ] Source/create A_Music audio
|
||||
- [ ] Import audio to Unreal
|
||||
- [ ] Set up audio cues
|
||||
- [ ] Place ambient audio in level
|
||||
- [ ] Configure 3D spatial audio
|
||||
- [ ] Test audio in level
|
||||
- [ ] Adjust audio levels
|
||||
- [ ] Validate audio quality
|
||||
|
||||
### Final Configuration
|
||||
|
||||
- [ ] Configure BP_GameMode
|
||||
- [ ] Set up default game mode
|
||||
- [ ] Configure DefaultEngine.ini
|
||||
- [ ] Configure DefaultGame.ini
|
||||
- [ ] Set up final project settings
|
||||
- [ ] Validate all settings
|
||||
- [ ] Test final configuration
|
||||
|
||||
### Build Packaging
|
||||
|
||||
- [ ] Research packaging requirements
|
||||
- [ ] Configure packaging settings
|
||||
- [ ] Set build configuration to Shipping
|
||||
- [ ] Test packaging process
|
||||
- [ ] Package Windows build
|
||||
- [ ] Test packaged build
|
||||
- [ ] Validate build functionality
|
||||
- [ ] Check build size
|
||||
- [ ] Optimize build size if needed
|
||||
|
||||
### Pixel Streaming (Optional)
|
||||
|
||||
- [ ] Research Pixel Streaming setup
|
||||
- [ ] Install Pixel Streaming plugin
|
||||
- [ ] Configure Pixel Streaming server
|
||||
- [ ] Set up web server
|
||||
- [ ] Test Pixel Streaming
|
||||
- [ ] Validate streaming quality
|
||||
- [ ] Document Pixel Streaming setup
|
||||
|
||||
### VR Support (Optional)
|
||||
|
||||
- [ ] Research VR requirements
|
||||
- [ ] Install OpenXR plugin
|
||||
- [ ] Configure VR settings
|
||||
- [ ] Create VR-specific maps
|
||||
- [ ] Test VR mode
|
||||
- [ ] Validate VR performance
|
||||
- [ ] Document VR setup
|
||||
|
||||
### Final Documentation
|
||||
|
||||
- [ ] Review all documentation
|
||||
- [ ] Update documentation as needed
|
||||
- [ ] Create DEVELOPER_HANDOFF.md
|
||||
- [ ] Create ASSET_CATALOG.md
|
||||
- [ ] Create TECHNICAL_SPECS.md
|
||||
- [ ] Create DEPLOYMENT_GUIDE.md
|
||||
- [ ] Finalize all documentation
|
||||
- [ ] Validate documentation completeness
|
||||
|
||||
### Developer Handoff Kit
|
||||
|
||||
- [ ] Organize source files
|
||||
- [ ] Organize documentation
|
||||
- [ ] Create handoff package
|
||||
- [ ] Include all necessary files
|
||||
- [ ] Create handoff checklist
|
||||
- [ ] Validate handoff package
|
||||
|
||||
### Final Review
|
||||
|
||||
- [ ] Internal final review
|
||||
- [ ] Stakeholder review
|
||||
- [ ] Gather final feedback
|
||||
- [ ] Address critical feedback (if any)
|
||||
- [ ] Final approval
|
||||
- [ ] Prepare for delivery
|
||||
|
||||
### Progress Report
|
||||
|
||||
- [ ] Create final_report.md
|
||||
- [ ] Document project completion
|
||||
- [ ] Document lessons learned
|
||||
- [ ] Document recommendations
|
||||
- [ ] Finalize progress report
|
||||
|
||||
## Deliverables Checklist
|
||||
|
||||
### Final Deliverables
|
||||
|
||||
- [ ] Comprehensive testing completed
|
||||
- [ ] All bugs fixed (critical and high-priority)
|
||||
- [ ] Audio integrated
|
||||
- [ ] Final build packaged
|
||||
- [ ] Pixel Streaming setup (optional)
|
||||
- [ ] VR stub created (optional)
|
||||
- [ ] Complete documentation
|
||||
- [ ] Developer handoff kit prepared
|
||||
- [ ] Final review completed
|
||||
- [ ] Delivery approved
|
||||
|
||||
## Notes
|
||||
|
||||
- Testing is critical - allocate sufficient time
|
||||
- Audio adds polish - don't skip this step
|
||||
- Documentation is important for handoff - ensure completeness
|
||||
- Final review should be thorough - catch issues before delivery
|
||||
|
||||
---
|
||||
|
||||
**Status**: Pending
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
Reference in New Issue
Block a user