
Add logic to Unreal Engine game prototype
- or -
Post a project like this1351
£500(approx. $671)
- Posted:
- Proposals: 1
- Remote
- #3558525
- OPPORTUNITY
- Awarded
Description
Experience Level: Expert
Add to the game logic in blueprints:
1 - Planning. We have the Gantt widget for this and I'd like to add few things to it:
a) the ability to pick between Agile and Waterfall framework (this will enable different functionalities based on which framework the player decides to use)
a1) Waterfall: the user can plan it all from beginning to end regardless of possible risks or change of direction (but still has the flexibility to change things while the task is ongoing)
a2) Agile: the user can plan sprint by sprint.
b) more details printed on the widget like the bot's experience, preferences, qualities (speed, attention to detail and cost)
c) checkpoints during the execution of the task where the task itself goes on hold until the user input (a decision on what to do about an unexpected issue)
2 - Risks and Opportunities.
a) bots can go on "sick leave" in order to rest and restore energy. This should be randomized
b) on a random basis, some resources may be over-used or under-used, causing a shortage or a surplus of that resource and the consequent slow down or speed up of the project.
c) a new more performant object has been discovered and the task can be abandoned half way through in order to create this new object which will replace the older one;
d) a risk register to have risks always in check where the probability of them happening is visible to the end user.
e) the option to mitigate risks by taking a decision and reducing the %probability of their likelihood;
f) to the realisation of each of these risks and opportunities, the player should be given a choice in terms of what to do next starting from this new situation in front of them.
3 - Quality, time, cost.
in the Gantt chart, each task will have an associated quality, time and cost. When assigning bots to tasks, the reduction/increase of each of these characteristics is visible to the player who will decide which bot to assign to which task. This should be already available but feel free too suggest improvements here.
4 - Communication.
Each bot will have a "sympathy" bar which goes from 1 to 2, 1 decimal at the time (1.1, 1.2, 1.3...). by communicating with bots and using the right combination of sentences the player will increase such sympathy bar. This value should be used as multiplicator to all bot's characteristics.
5 - Persuasion.
In the place where people or bots can be hired to do jobs, there will be some NPCs which if persuaded could join the player's lair and will contribute with their multiplicators to various aspects of the game. Ideally it's a sequence of sentences and possibly objects to give and if the player gets them correctly then the NPC will join.
6 - Analytics.
This should be initially hidden and built later on by the bots in a task.
Basically it's a screen where the user can see statistics about tasks performed in the past sorted by team, bot, quality, cost, speed.
This screen can be used by the player to understand what went well and what didn't go well so ideally it should contain also the maximum lvl of quality, cost and speed per task which could have been achieved vs what has been really achieved and hints on how a bot has performed on specific tasks and how long will take for them to level up in those kind of tasks if they keep working on them.
7 - Backlog.
If a task is left half way through for any reason, then it should not go to waste but it should go into a sort of backlog where the user can pick them back and have them worked on when they want. Each item in the backlog can be clicked on and selected to be worked on as they are or changing their planning (reassigning bots, etc).
8 - Stakeholder management.
NPCs can positively influence bots only if communication is facilitated, hence the user will need to have an option to have the bot coming near him/herself and the NPC to talk things through.
Also, there is a project sponsor who will give prizes if the task is delivered respecting a certain time, quality and cost lvl
9 - Escalations.
The player has the option to escalate technical issues to the lair manager if his/her bots have issue to deliver due to the environment they're working in.
10 - Product Outcome.
The final delivery will have certain characteristics which could either be optimal or sub-optimal.
Optimal: it is the best they could do during the construction phase (maximum quality)
Sub-optimal: the deliver will function but with a negative multiplier to its characteristics. This can be fixed if the player wants to look at the "tech debt" task
11 - Feedback.
Randomly during the project or at the end of it after the final delivery, bots can share their feedback and the player can discover some improvements.
Description slightly reduced due to letter number constraints
A sketch for each point will be provided
1 - Planning. We have the Gantt widget for this and I'd like to add few things to it:
a) the ability to pick between Agile and Waterfall framework (this will enable different functionalities based on which framework the player decides to use)
a1) Waterfall: the user can plan it all from beginning to end regardless of possible risks or change of direction (but still has the flexibility to change things while the task is ongoing)
a2) Agile: the user can plan sprint by sprint.
b) more details printed on the widget like the bot's experience, preferences, qualities (speed, attention to detail and cost)
c) checkpoints during the execution of the task where the task itself goes on hold until the user input (a decision on what to do about an unexpected issue)
2 - Risks and Opportunities.
a) bots can go on "sick leave" in order to rest and restore energy. This should be randomized
b) on a random basis, some resources may be over-used or under-used, causing a shortage or a surplus of that resource and the consequent slow down or speed up of the project.
c) a new more performant object has been discovered and the task can be abandoned half way through in order to create this new object which will replace the older one;
d) a risk register to have risks always in check where the probability of them happening is visible to the end user.
e) the option to mitigate risks by taking a decision and reducing the %probability of their likelihood;
f) to the realisation of each of these risks and opportunities, the player should be given a choice in terms of what to do next starting from this new situation in front of them.
3 - Quality, time, cost.
in the Gantt chart, each task will have an associated quality, time and cost. When assigning bots to tasks, the reduction/increase of each of these characteristics is visible to the player who will decide which bot to assign to which task. This should be already available but feel free too suggest improvements here.
4 - Communication.
Each bot will have a "sympathy" bar which goes from 1 to 2, 1 decimal at the time (1.1, 1.2, 1.3...). by communicating with bots and using the right combination of sentences the player will increase such sympathy bar. This value should be used as multiplicator to all bot's characteristics.
5 - Persuasion.
In the place where people or bots can be hired to do jobs, there will be some NPCs which if persuaded could join the player's lair and will contribute with their multiplicators to various aspects of the game. Ideally it's a sequence of sentences and possibly objects to give and if the player gets them correctly then the NPC will join.
6 - Analytics.
This should be initially hidden and built later on by the bots in a task.
Basically it's a screen where the user can see statistics about tasks performed in the past sorted by team, bot, quality, cost, speed.
This screen can be used by the player to understand what went well and what didn't go well so ideally it should contain also the maximum lvl of quality, cost and speed per task which could have been achieved vs what has been really achieved and hints on how a bot has performed on specific tasks and how long will take for them to level up in those kind of tasks if they keep working on them.
7 - Backlog.
If a task is left half way through for any reason, then it should not go to waste but it should go into a sort of backlog where the user can pick them back and have them worked on when they want. Each item in the backlog can be clicked on and selected to be worked on as they are or changing their planning (reassigning bots, etc).
8 - Stakeholder management.
NPCs can positively influence bots only if communication is facilitated, hence the user will need to have an option to have the bot coming near him/herself and the NPC to talk things through.
Also, there is a project sponsor who will give prizes if the task is delivered respecting a certain time, quality and cost lvl
9 - Escalations.
The player has the option to escalate technical issues to the lair manager if his/her bots have issue to deliver due to the environment they're working in.
10 - Product Outcome.
The final delivery will have certain characteristics which could either be optimal or sub-optimal.
Optimal: it is the best they could do during the construction phase (maximum quality)
Sub-optimal: the deliver will function but with a negative multiplier to its characteristics. This can be fixed if the player wants to look at the "tech debt" task
11 - Feedback.
Randomly during the project or at the end of it after the final delivery, bots can share their feedback and the player can discover some improvements.
Description slightly reduced due to letter number constraints
A sketch for each point will be provided
Umberto Z.
100% (2)Projects Completed
2
Freelancers worked with
1
Projects awarded
33%
Last project
12 May 2022
United Kingdom
New Proposal
Login to your account and send a proposal now to get this project.
Log inClarification Board Ask a Question
-
There are no clarification messages.
We collect cookies to enable the proper functioning and security of our website, and to enhance your experience. By clicking on 'Accept All Cookies', you consent to the use of these cookies. You can change your 'Cookies Settings' at any time. For more information, please read ourCookie Policy
Cookie Settings
Accept All Cookies