Changes between Version 15 and Version 16 of standards


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Timestamp:
2016-01-24 16:22:11 (8 years ago)
Author:
dky
Comment:

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  • standards

    v15 v16  
    2525   The stage of development during which general gameplay is determined to be finalized. Voice acting assets must be recorded at some point during this stage. Gameplay changes during this phase should not occur, and if they do occur, the changes must be extremely minor. During this stage, most development will probably be focused on aesthetic refinement. 
    2626 Release Candidate:: 
    27    The stage of development during which the project is in a state that is potentially releasable to the general public. Any Release Candidate build may be released to the public at any given point, if deemed to have no game-breaking issues (although only ONE build SHALL be marked as a "gold final" and released). If a game-breaking issue is found in any Release Candidate build, that build must be disqualified for release. Developers must not make any changes to the build that are not bug fixes. 
     27   The stage of development during which the project is in a state that is potentially releasable to the general public. Any Release Candidate build may be released to the public at any given point, if deemed to have no game-breaking issues (although only ONE build shall be marked as a "gold final" and released). If a game-breaking issue is found in any Release Candidate build, that build must be disqualified for release. Developers must not make any changes to the build that are not bug fixes. 
    2828 
    2929== Level Design == 
     
    3737  * Rationale: The design document page must never ''lie'' about what is actually in the level. Changes must, therefore, be documented. 
    3838* '''All maps must follow the following naming convention:''' 
    39   * '''aurelius_XX''', where XX is the floor number featured in the map. For example, the level featuring the 25th floor of the building SHALL be named '''aurelius_25'''. 
    40   * If a floor is featured multiple times in different maps, the map should be suffixed with a letter of the alphabet indicating which version is the version that occurs later, chronologically. For example, if the 31st floor is featured twice, the two maps SHALL be named '''aurelius_31a''' and '''aurelius_31b'''. 
    41   * If a map features multiple levels, the map SHALL be named after the lowest level featured. For example, a map featuring floors 26 and 27 SHALL be named '''aurelius_26'''. 
    42   * If a map features a single-digit floor, the number must have a leading 0. For example, the lobby map SHALL be named '''aurelius_01'''. This allows the maps to retain their order when sorted ASCIIbetically. 
    43   * The prologue map featuring the garage and the apartment is the exception to this rule-- it SHALL be named '''aurelius_00'''. (Tentative-- subject to change.) 
     39  * '''aurelius_XX''', where XX is the floor number featured in the map. For example, the level featuring the 25th floor of the building shall be named '''aurelius_25'''. 
     40  * If a floor is featured multiple times in different maps, the map should be suffixed with a letter of the alphabet indicating which version is the version that occurs later, chronologically. For example, if the 31st floor is featured twice, the two maps shall be named '''aurelius_31a''' and '''aurelius_31b'''. 
     41  * If a map features multiple levels, the map shall be named after the lowest level featured. For example, a map featuring floors 26 and 27 shall be named '''aurelius_26'''. 
     42  * If a map features a single-digit floor, the number must have a leading 0. For example, the lobby map shall be named '''aurelius_01'''. This allows the maps to retain their order when sorted ASCIIbetically. 
     43  * The prologue map featuring the garage and the apartment is the exception to this rule-- it shall be named '''aurelius_00'''. (Tentative-- subject to change.) 
    4444  * Rationale: Naming the maps after the floors allows us to tell at a glance what the hell the map is about. 
    4545* '''Level designers should not use a grid size that is smaller than is necessary to actually manipulate geometry or entities. In particular, geometry should have dimensions that are multiples of powers of 2. Detail geometry and entities are an exception to this guideline.'''