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Milestone Build Descriptions
Milestone Build Descriptions
Continuation of FMV work on FMV #1 through FMV #7 (will continue to Feb 28)
FMV pipeline established for all 6 SKUs
Logo FMVs complete for all 6 SKUs
FMVs are playable during gameplay, and trigger after the appropriate missions
End credits FMV available in F/E (placeholder)
All new phone booth screens and functionality complete
All rewards (bonus cars, clothing, etc) available and working
All final loading screens in game
Presentation flow re-design and implementation complete
o Start, success and fail for story missions and street races
o Reward acquisition
o Collector card acquisition
Dynamic loading strategy for HUD elements (phone booth, card presentation) in place
Secondary mission objective HUD elements complete
All English text in the game
All user state (missions completed, rewards obtained, etc) saved on memory card
Language select screen complete
Language auto-select working (taken from console locale settings)
January 15:
Game 100% complete
No changes to game code or content, except as needed to fix bugs or resolve TRC issues
Game is ALPHA
February 28:
All crash bugs resolved
All bugs resolved that will prevent EA CQC from testing the entire game
All known TRC problems addressed
Game is BETA
Submit build to EA CQC process (NTSC)
March 14:
Submit build to EA CQC process (PAL)
March 31:
All known bugs addressed
All CQC-reported TRC problems addressed
EA CQC approval received (NTSC)
Game is FINAL
Submit to Sony, Microsoft and Nintendo (NTSC)
April 15:
EA CQC approval received (PAL)
Submit to Sony, Microsoft and Nintendo (PAL)
May 1:
Sony, Microsoft and Nintendo approval received (NTSC)
May 15:
Sony, Microsoft and Nintendo approval received (PAL)
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Milestone 9 Build Features
2 Levels
o Level 2
Final geometry, terrrain, and full representative textures on 2 adjacent zones and the 3
surrounding rails
As much geometry, terrain, and textures as possible on the remainder of the level.
Several examples of instanced objects, created with Cary’s instancing tool
Several examples of dynamic objects that are meant to move around the world
Several examples of bounding volumes laid down with Cary’s fence tool
One world animation
Baked lighting on part of level
Initial shadow map complete
o Level 8 (test track)
8 driveable vehicles at once with ability for player to switch
Dynamic loading nominally working, loads and frees continually with unconstrained user movement
through the world
Collidable object properties can be specified in the pipeline using the art DB
Fence runtime completely working
Car shadow working
Main player character shadow working
Suburb level
o Geometry and terrain complete with 1st pass textures
o Geometry optimization partially complete
o Partially populated with moveable and breakable objects
o Bounding volumes complete
o Track data completely laid down
o Sample world object animation
o Baked lighting and shadow maps complete
o A single interior completely modelled and textured
o Single NIS gag animated
Seaside level
o Geometry and terrain complete with 1st pass textures
o Geometry optimization partially complete
o Some bounding volumes complete
o Some moveable objects
o Some track data laid down
o Baked lighting and shadow maps complete
8 cars built and tuned and driveable in the world
5 walker characters available for play
Front end NIS (the living room) with camera animations completed
Front end 2D screens and functionality partially completed
o Main menu
o Multiplayer setup
o Multiplayer choose character
o Options
o Options: Controller config
o Options: Sound
o Pause menu (single player and multiplayer)
o Game Over (single player and multiplayer)
Final fonts for front end and HUD completed
HUD final art completed
HUD map auto-generating in the pipeline
HUD map displaying correctly, with relevant game objects
Loading screen displaying for both F/E to game and game to F/E
Pipeline for all world data except SFX (missions, collectibles, sounds, H2H data, etc) complete
All loading happening asynchronously
All memory allocations being captured and directed to an appropriate heap
Can quit a level and restart from the front end without crashing
Death volumes pipeline complete
Milestone 11 Build Features
Art Cutoff: September 6
CD delivery date: September 13
Level Art
o Suburbs
All geometry, tracks, and final textures completed
All collision volumes in place
All moveable objects in place
All breakable object in place
Geometry optimization step complete (all geometry at final poly count)
3 interiors in the level:
Final geometry, collisions, and character animations
Final textures
All hailing points (phone booths and bus stops) modelled and placed
All local world spheres completed
All collectible cards placed in the level
All food icons placed in the level
All destructible cameras placed in the level
All death volumes placed in the level
Light maps and shadow maps complete
o Downtown
Initial track layout complete
Dynamic loading load triggers placed
Terrain modelled
Key exterior landmarks placed in level
Few textures
Some fine geometry (e.g. awnings on buildings) not complete
o Seaside track finalized
Dynamic loading
o Local world spheres draw at correct times
o Load cancels caused by quick turnarounds working
Environmental mapping on cars complete
Main car shadow in game
Main player character shadow in game
Billboarded alpha quads working
Boulevard heaps integrated into dynamic loading system
Shared level-wide textures correctly sorted into a statically loaded P3D file
Skid marks drawing on the terrain
Particle effects for skids on different terrain
Particle effects for character dashes
Collectable system completed
o Cards, food, and all other collectibles are rendered correctly in the world
o Front end correctly reflects current inventory of cards
All action button functionality working with animations playing
o Telephones: Can activate them and the HUD presents a menu of cars to hail
o Doors to interiors: Enter and exit NIS character animations playing
o Cameras / power couplings: Can destroy them and have this reflected in HUD, mission data, etc.
o Switches in jumping puzzles for moving platforms, etc.
3 interiors in the game and working (Simpsons House, Kwik-E-Mart, School)
Interior gags playing correctly, with randomization
All frontend screens complete
o Options
o Memory card screens
o Collector card screens
Can select levels 1 through 7 in front end (may need to duplicate Suburbs in pipeline for now)
All mission data and scripts for Levels 1, 4 and 7 (Suburbs) complete
All mission presentation features in place and working with actual missions
Character gets in correct side of car (driver or passenger)
Dialog system working
o Dialog system pipeline complete
o Sample dialog incorporated from Road Rage and Skate and used in-game
o Ability to approach characters in the world and talk to them.
Memory card loading/saving completely working
Pedestrians in game and walking around the world
Environmental / ambient sounds playing for suburb level
Environmental / ambient sounds playing in one interiors
Interior sound effects for at least two interiors
Some final sound effects in game
At least one car with final engine sounds (final source samples and tuning)
Fence run-time completion
All mission presentation aspects complete
Mission flow functionality adjusted
o Start level in sunday drive mode
o Upon failing a mission, reset the mission to the starting position and go to mission instruction
screen
Mission restart (with object reset) completely working
All presentation aspects of car hailing system complete
Final AI traffic driving around in world
o Designer-specified density control
o Intelligent driving on road networks (at intersections, etc)
o AI traffic goes into physics simulation mode correctly when hit
Special effect pipelines all established and implemented
Milestone 12 Build Features
Art Cutoff: October 8
CD delivery date: October 15
Level Art
o Downtown and Suburbs
All geometry, tracks, and final textures completed
All collision volumes in place
All moveable objects in place
All breakable object in place
Geometry optimization step complete (all geometry at final poly count)
3 interiors in the level:
Final geometry, collisions, and character animations
Final textures
All hailing points (phone booths and bus stops) modelled and placed
All local world spheres completed
All collectible cards placed in the level
All food icons placed in the level
All destructible cameras placed in the level
All death volumes placed in the level
Pipeline for all special effects complete
Shadows for all cars in game
Shadows for all characters in game
Billboards working
Skid marks drawing on the terrain
All particle effects in the game
Environmental mapping on cars complete
Pedestrians in game and walking around the world
All collectible effects working correctly
Local world spheres rendering correctly
Z sorting working correctly and efficiently in the rendering engine
Load cancels caused by quick turnarounds working
All mipmap levels tuned
Texture tile optimizations being performed in the pipeline (new P3D tool)
Water rendering effects complete
Traffic and prop fading rendering effects complete
All special effects associated with collectibles complete
All particle effects complete
o Car
o On-foot character
o Other particle effects (?)
Audio incorporated into interior gags
Mouth flapping and eye blinking working for conversations
Mission restart (with object reset) completely working
Car reset resets car to closest reset point
All mission data laid down for levels ??, ?? and ??
Skinned collectibles working (e.g. monkeys)
Weeble effect on cars complete
Traffic density controllable by the Watcher (?)
Car door opens and closes for character entry/exit
Car behaves correctly on animated bounding volumes
Car brake stands and burnouts working correctly
Car encounter with steep terrain handled correctly
Toon line rendering on landmarks complete
Mouth flapping implemented in all cases where it is to be used
Eye blinking implemented and working on all characters
Boss missions functioning, except final boss mission
Damage states fully working on all player cars and AI cars, complete with textures, damage levels, and
particle effects.
Player getting hit by a car handled and presented correctly
Death volumes with reset working for both in and out of car
Ability to go to any level, any mission from pause menu
o Loads other level if necessary
o Starts selected mission in post-presentation state (i.e.at the mission load instruction presentation
screen)
Cheat input system completed
Ability to save and load a game to a memory card complete
All TRC related handling of memory cards completed (corrupt, missing, yanked cards, etc)
Some first pass engine sounds in game
Text-to-speech content integrated into dialogue system
Some first pass collision sounds in game
Logo movies final for both PAL and NTSC
Randomization of some dynamically loaded textures (for changing sign gags, e.g. church)
Improvements to vehicle AI (chase and evade) functionality as requested by the designers
Can play FMVs in game
Ability to jump to any mission from the front end
Ability to jump to any mission from the pause menu
Final AI traffic behaviour implemented
Abstract base class for DSG-contained objects (?)
Physics properties from art database being used
All breakable effects incorporated into the game
Camera collisions handled correctly (on foot, in car, and in interiors)
Milestone 13 Build Features
Art Cutoff: November 8
CD delivery date: November 15
Level Art
o Downtown and Seaside complete with new track layouts
All geometry, tracks, and final textures completed
All collision volumes in place
All moveable objects in place
All breakable objects in place
2 interiors complete for Downtown
2 placeholder interiors for Seaside
All interior gags complete for Suburbs and Downtown
All hailing points (phone booths and bus stops) modeled and placed
All local world spheres completed
All collectible cards placed in the level
All destructible cameras placed in the level
All death volumes placed in the level
All lighting and shadow decals complete
o Special effects for Suburbs and Downtown complete
FMV #2 40% complete
FMV #3, #4, #5 animatics complete
Damage states for all driver vehicles complete
Environmental mapping complete on all vehicles
All AI mission vehicles complete
All in-game character animations complete
All missions for levels 2, 3, 5 and 6 complete and running in game
Final rendering of visible collision volumes
Camera shake working
Camera collisions working
Special camera setup for conversations working
Death volume reset working, both in car and on foot
In car character animations triggering correctly
Occlusion volume runtime incorporated into rendering system
Pedestrians and NPCs jump out of the way of player’s car
Player’s car hitting other characters being handled correctly
Car door opens and closes correctly for car entry/exit
Car reset working
Car auto-reset working
All driving engine code changes complete
o Special code for rockfords
o Special code for speed bursts
o Other code changes required by designers
Camera collisions implemented for both in and out of car
Brake lights on vehicle
Sun with glare effects in the game
Loading compression working
Drivers appearing correctly in all vehicles
Object / traffic fade effects implemented
Eye blinking and mouth flapping for conversations synchronized with dialog events
All Z order problems resolved
All performance optimizations to do in anticipation of Performance Analyzer run complete
Can play a movie in the middle of a level
Code support for in-car character animations complete
Blobby shadows implemented and working
Code support for water effects completed
Electricity effects on Frink’s car working correctly
Able to save and load games to memory card and Xbox hard drive
All sound pipelines in place
Audio for generic traffic working
Some final interactive music in the game
First-pass collision sounds
Placeholder audio for gag NISes working
Milestone 14 Build Features
Art Cutoff: December 6
CD delivery date: December 13
Sony Performance Analyzer run: December 3
Level Art
o Special effects for Seaside complete
o Ocean effect for Seaside complete
o Suburbs and Downtown interiors completed
3 for Suburbs
2 for Downtown
o Suburbs level completed with all level re-design changes made
o Polishing on Downtown and Seaside levels
FMV pipeline for all 6 SKUs complete
6 generic pedestrians modeled
Final logo FMVs for all 6 SKUs in the game
Terrain tagging in and all art complete
All effects that use terrain tagging complete
o Sound effects
o Skid marks
o Particle effects
o Terrain specific friction
o Terrain specific controller rumble
Can play the game with accessories:
o GameCube steering wheel
o GameCube Wavebird
o Gameboy Advance as a controller
o Logitech PS2 steering wheel
Continuation of work on FMV #1 through #7
Iris transition for interiors complete and in all interiors
Interior special gag demonstration camera working on for the Kwik-E-Mart
Can have conversations in interiors
Can trigger interactive gags in interiors and exteriors
Secondary mission objectives working in the game
Bonus missions working in the game
Can select and play unlocked movies from the front end
Phone booth re-design complete
o Can select all available cars
o Can select all available clothing (placeholder clothing art)
End credits fully designed and partially implemented
Code for randomized load of generic pedestrians working
HUD re-design complete
All 2D collector card art complete
All breakable cameras placed in all levels
All collector cards placed in levels 2, 3, 5 and 6
Presentation flow re-design complete
o Mission start
o Mission finish
o Street races
o Bonus missions
o Rewards
Level load newspaper screens complete
Generic load screen (game to front end) complete
All missions implemented and present in the game
All bonus vehicles complete and in the game
All bonus character skins complete
All generic pedestrian models and animations complete
All Halloween specific design requirements complete
All areas causing problematic camera collisions identified and replaced with rail cameras as appropriate
Rumble on controllers implemented and tuned according to ground surface, collision strength, etc.
Load cancels working correctly
Support for turning off environmental maps (or changing to an alternate map) in interiors, tunnels, etc.
Shadow volumes for tunnels, interiors, etc.
Object fade-in effect incorporated into the game where needed
Shadow volume and environmental mapping switches working for covered areas in the world
Half of all interactive gags working in the game with animations and placeholder audio
All randomized textures (e.g. billboards) finalized and in the game
All memory card screens complete
Street race missions working
Final in-car camera tuning for Homer, Bart, Lisa walker cars
All reward systems designed, implemented and integrated with gameplay
World geometry auto-optimize step integrated into art pipeline
Mipmap levels tuned on PS2
Boulevard heaps integrated into dynamic loading system
Language auto-select / language select working in PAL build on all 3 platforms
Positional sounds working in the game
Sounds attached to moving objects working
Triggers for ambient sounds working
Car engine sound code finalized
Second pass of engine sound content
First-pass mission music in the game
First-pass location based sounds in the game
Some final ambient sounds in the game
Switch to different music when in interiors working