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What is technical documentation?

Technical documentation refers to the documents that describe the features and functionalities of a product. It is most commonly created in the software development industry by development and product teams and it can fulfill the support needs of different stakeholders across an organization. They explain products.

What are the different types of technical documents?

A wide range of documents can be referred to as technical documents. Broadly speaking, they can be separated into two categories: product documentation and process documentation. Product documentation, sometimes referred to as user documentation, explains what a product is and how to use it.

What is a technical design document (TDD)?

A Technical Design Document (TDD) is written by the development team and describes the minute detail of either the entire design or specific parts of it, such as: The signature of an interface, including all data types/structures required (input data types, output data types, exceptions)

How to create a technical documentation sample plan?

Like any other written project, the easiest way to create the technical documentation sample plan is to follow a few steps rather than try to dive right in and start writing. The easiest way to make sure is that the thing you’re creating is useful, valuable, and clear.

Technical Design Document

Emma Smith, Kyle Culbert & Zubin Vandrewalla

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Section 1 Ȃ List of Features Captured from GDD

1.1 List of Features Based on the Game Design Document:

Third person

Game world, including

o 3D objects o Characters o Weapons o Buildings with walls, corridors, doors, stairs, rooms

Windows platform deployed

Background story

Opening scene

Different levels:

o Varying difficulty o Varying challenge o New levels introduce new weapons

Multiplayer

Different destructible weapons

Audio and sound effects

Variety of enemies (two types of zombies)

Realistic AI of zombies

Scoring system

Comprehensive/informative HUD

Menus

Lighting effects

Interactive objects

o Staff ID cards o Vending machines

Section 2 Ȃ Choice of Game Engine

The game engine that has been chosen is Unreal Development Kit (UDK). UDK is a development tool set, which implements the Unreal engine for the users to edit and manipulate. Some of the features that UDK possesses are:

Animation

AI

Audio system

Editing of the game environment

Kismet (visual scripting system)

Physics support with physics assets

Emma Smith, Kyle Culbert & Zubin Vandrewalla

Rendering

Unreal scripting

The reasons that this game engine was chosen was because after trying three other game engines, including Cry Engine, Unity and Torque, UDK was found to be the most flexible. Furthermore, all three team members had previous knowledge of UDK and it is the most recognised by different companies. In addition, UDK is comprehensive allowing for different plugins, which is going to be useful when various objects are made using other art tools.

Emma Smith, Kyle Culbert & Zubin Vandrewalla

Section 3 Ȃ Schedule

The schedule for the development of the game is shown below: Every member of the group will contribute to every task

Each task will have a lead group member

This lead group member will be in charge of that particular task being done and will contribute to that task more than the other group members

The lead group members will be based on team members strengths and previous knowledge

Emma Smith, Kyle Culbert & Zubin Vandrewalla

Section 4 Ȃ High-level Diagrams to Illustrate Software Design

4.1 Layout Diagrams:

The layout diagrams illustrate the layout of the different floors in the game These different floors in the game are the different levels of the game o Top floor = level one o Second floor = level two o First floor = level three o Ground floor = level four The layout of the top floor, second floor, and first floor is the same, but what is contained in the different rooms may vary

This is shown in Figure 1 below

Figure 1 Layout of Top, Second and First Floors

The layout of the ground floor is different, and this is shown is Figure 2 below

Emma Smith, Kyle Culbert & Zubin Vandrewalla

Figure 2 Layout of Ground Floor

4.2 Technology Diagram:

The technology diagram indicates the technology that is going to be used for different aspects of the game and is displayed in Figure 3

Figure 3 Technology Diagram

Technology

Used Level

Design

(UDK)

Textures

(Photoshop)

Various 3D

models (Maya/3Ds Max) Audio (Audacity / UDK)

Character

Models

(Blender)

Emma Smith, Kyle Culbert & Zubin Vandrewalla

4.3 Design Diagram:

The design diagram displays the design team involved in the game, and is shown in Figure 4

Figure 4 Design Team Diagram

4.4 Implementation Diagram:

The implementation diagram illustrates the flow of the different stages of the creation of the game It also includes what weeks each stage will take place at

This diagram is displayed in Figure 5

Figure 5 Implementation Diagram

Design

Team Emma Zubin Kyle

Concept Development

and Design (Week 1-5)

Level and 3D Model

Design (Week 5-9)

Coding and Scripting

(Week 9-12)

Testing (Week 12- 13)

Evaluation (Week 12-

13)

Documentation (Week

1-13)

Deploy Final Demo

(Week 13)

Emma Smith, Kyle Culbert & Zubin Vandrewalla

4.5 Gameplay Diagram:

This gameplay diagram is a simple flow chart of how to play the game, which is shown in

Figure 6

Figure 6 Gameplay Diagram

Section 5 Ȃ Art Tools

5.1 Photoshop:

5.1.1 Version:

CS5 or CS6

5.1.2 About Photoshop:

Emma Smith, Kyle Culbert & Zubin Vandrewalla

Graphics editing program

Allows user to manipulate images using a variety of tools, e.g.: o Brush o Fill o Clone stamping o 3D object rotations

Supports transparent images:

o This is beneficial as we will be implementing objects such as windows and glasses within our computer game (texture mapping)

5.1.3 What it will be Used For:

Textures e.g. walls

General appearance of buildings and objects

5.2 3DS Max:

5.2.1 Version:

2012

5.2.2 About 3DS Max:

Design software providing integrated 3D modelling, animation and rendering tools

Features for this game include:

o Shaders o Rendering global illumination o General keyframing - keyframing will be used to animate our characters and enemies within the game

5.2.3 What it will be Used For:

Animate and model objects i.e. keyframing

5.3 Blender:

5.3.1 Version:

2.64a

5.3.2 About Blender:

Open source 3D content creation suite

Features include:

o Character modelling o Solid modelling o Animation o Rendering

5.3.3 What it will be Used For:

Modelling characters

5.4 Audacity:

5.4.1 Version:

2.0.2

5.4.2 About Audacity:

Audio editor for recording, slicing and mixing audio

Emma Smith, Kyle Culbert & Zubin Vandrewalla

Allows live audio to be recorded and tapes and records to be converted into digital recordings

5.4.3 What it will be Used For:

Editing, mixing and recording sound effects and speech Section 6 Ȃ 3D Objects, Terrain, & Scene Management

6.1 3D Objects:

Labs: o Computers o Desks o Chairs o TVs o Computer keyboards o Computer mouse o Fire extinguishers o Overhead projectors o Printersquotesdbs_dbs2.pdfusesText_2
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