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    Game Bible

    >

    GAME TITLE

    Author(s)Affiliation

    Address

    DateDocument Version Control Information

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    Revisions

    Version PrimaryAuthor(s)

    Description of Version DateCompleted

    Draft Type

    and

    Number

    Full Name Information about the revision. This table does not

    need to be filled in whenever a document is

    touched, only when the version is being upgraded.

    00/00/00

    Page i

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    Contents

    DESIGN DOCUMENT

    REVISIONS........................................................................................................................ I

    CONTENTS....................................................................................................................... II

    1 EXECUTIVE SUMMARY.................................................................................................... 1

    1.1 MISSION STATEMENT.................................................................................................... 1

    1.2 HIGH CONCEPT............................................................................................................ 1

    1.3 LOCALE...................................................................................................................... 1

    1.4 GENRE........................................................................................................................ 11.5 BASIC CONTROL.......................................................................................................... 1

    1.6 GAME GOAL............................................................................................................... 1

    1.7 TARGET PLATFORM...................................................................................................... 11.8 TARGET AUDIENCE....................................................................................................... 1

    1.9 KEY FEATURES............................................................................................................ 1

    1.10 GENERAL FEATURES................................................................................................... 11.11 PLAYERUPGRADES..................................................................................................... 2

    1.12 GAMEPLAY................................................................................................................ 2

    1.13 COMPARATIVE PRODUCTS............................................................................................ 21.14 HOWTHISGAMESTACKSUP......................................................................................... 2

    1.15 FOLLOW UP PRODUCTS............................................................................................... 2

    2 GAME CHARTER............................................................................................................ 3

    2.1 MEETING SCHEDULE..................................................................................................... 3

    2.2 HOURSWORKEDPERWEEK............................................................................................. 3

    2.3 CODE REVIEW PROCESS................................................................................................ 32.4 WHEN THINGS GO WRONG........................................................................................... 3

    2.5 DECISION MAKING PROCESS.......................................................................................... 3

    2.6 RULESOF CONDUCT..................................................................................................... 32.7 TEAM SUMMARY.......................................................................................................... 3

    2.8 INTEGRATION SCHEDULE................................................................................................ 3

    3 TREATMENT................................................................................................................... 4

    3.1 DUST JACKET STORY.................................................................................................... 4

    3.2 FULL STORY................................................................................................................ 4

    3.3 CHARACTERATTRIBUTES............................................................................................... 4

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    3.4 CHARACTERDESCRIPTIONS............................................................................................ 43.4.1 Name or I.D............................................................................................................. .4

    3.5 WEAPONSORABILITIES................................................................................................ 5

    3.6 POWERUPS................................................................................................................... 5

    3.6.1 Name or I.D............................................................................................................. .53.7 WORLDSAND MAPS..................................................................................................... 6

    3.7.1 Name or I.D............................................................................................................. .6

    3.8 COMBAT..................................................................................................................... 73.8.1 Combat Type .............................................................................................................73.8.2 Combat Interface ................................................................................................... ...7

    3.9 SPECIAL SYSTEMS........................................................................................................ 7

    4 INTERACTIVITY.............................................................................................................. 8

    4.1 INTERFACE................................................................................................................... 84.1.1 Interface 1 .................................................................................................................8

    4.2 FRONT END FLOW CHART............................................................................................. 84.3 GAME FLOW CHART..................................................................................................... 8

    4.4 PLAYEREXPERIENCE..................................................................................................... 8

    4.5 INTERACTIVE RHYTHM.................................................................................................. 84.6 HOWTHE PLAYERMARKS PROGRESS............................................................................. 8

    5 MODULESAND ALGORITHMS........................................................................................... 9

    5.1 MODULES.................................................................................................................... 95.1.1 Module Name ............................................................................................................9

    5.2 MODULE INTERACTION COMPONENT MATRIX................................................................... 95.3 ALGORITHMS............................................................................................................... 9

    5.3.1 Algorithm Name ................................................................................................... .....9

    6 KEY ELEMENTS........................................................................................................... 11

    6.1 SCORING................................................................................................................... 11

    6.2 WINNINGAND LOSING................................................................................................ 11

    6.3 TRANSITIONS............................................................................................................. 116.4 REWARDS.................................................................................................................. 11

    7 ARTAND PRODUCTION................................................................................................. 12

    7.1 STYLEOF ARTAND ANIMATION................................................................................... 12

    7.2 STYLEOF SOUND EFFECTS........................................................................................... 12

    7.3 STYLEOF MUSIC........................................................................................................ 12

    8 ASSETS........................................................................................................................ 13

    8.1 3D ART................................................................................................................... 138.1.1 Character Models ...................................................................................... ..... ..... ...13

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    8.1.2 Environment Models .............................................................................................. .13

    8.2 2D ART................................................................................................................... 138.2.1 Character Art ..........................................................................................................148.2.2 Environment Art ..................................................................................... ..... ..... ..... .14

    8.3 SOUND...................................................................................................................... 148.3.1 Music ......................................................................................................................148.3.2 Sound Effects ................................................................................................... ..... ..158.3.3 Recorded Dialog/Voiceovers ...................................................................... ..... ..... ..15

    9 SCREENPLAY................................................................................................................ 16

    10 WALKTHROUGH......................................................................................................... 17

    10.1 MAIN MENU........................................................................................................... 1710.1.1 Main Menu Item 1 .................................................................................................17

    10.2 INTRODUCTION......................................................................................................... 17

    10.2.1 Cut Scene 1 ....................................................................................................... ....1710.3 LEVEL 1 TITLE .................................................................................................... 17

    10.3.1 Main area ........................................................................................................... ..1710.3.2 Boss ......................................................................................................... .............17

    1 CODING STANDARDS....................................................................................................... 1

    1.1 NAMING STANDARDS.................................................................................................... 11.2 PREFIX CONVENTION.................................................................................................... 1

    1.3 DEFINES...................................................................................................................... 1

    1.4 COMMENTS.................................................................................................................. 11.4.1 File Headers ....................................................................................................... ..... .1

    1.4.2 Function comments ................................................................................................. ..21.5 DATA ALIGNMENT........................................................................................................ 2

    2 UNIT PLANS.................................................................................................................. 3

    2.1 UNIT NAME................................................................................................................. 32.1.1 Description ....................................................................................................... ..... ...32.1.2 Stipulations .................................................................................................. ..... ..... ...3

    2.1.3 Interface ....................................................................................................................32.1.4 Members .................................................................................................................. .3

    2.1.5 Functions ....................................................................................................... ..... ..... .32.1.6 Dependencies ............................................................................................................4

    2.1.7 Flow Chart ................................................................................................................4

    2.2 INTEGRATION............................................................................................................... 42.2.1 Schedule ....................................................................................................................42.2.2 Team member roles ...................................................................................................42.2.3 Testing Schedule and Procedures .............................................................. ..... ..... .....4

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    DESIGN DOCUMENT

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    1 Executive Summary

    1.1 Mission Statement

    What is your goal in creating this game?

    1.2 High Concept

    Explain the high design concept in your game.

    1.3 Locale

    Where will your game take place?

    1.4 GenreExplain the genre your game lends itself to.

    1.5 Basic Control

    List out the control scheme for your game. If multiple schemes exist, list them all. Also

    explain what hardware is associated with each scheme.

    1.6 Game Goal

    What is the player trying to accomplish?

    1.7 Target Platform

    Include hardware title (PC, Xbox, etc) and specific hardware requirements. List any optional

    hardware that can be used with your game (voice input, for example).

    1.8 Target Audience

    Who will play this game? Also, explain the expected ESRB rating the game will receive and

    why.

    1.9 Key Features

    Quick pitch of main draws of the game.

    1.10 General Features

    What is used for the various game elements? Engine? Rendering? Audio? Etc

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    1.11 Player Upgrades

    What types of upgrades will the player have over the course of the game? How will they

    obtain these upgrades?

    1.12 Gameplay

    What type of gameplay are you developing for? Fast paced? A focus on boss fights or

    acrobatics? Explain your goals here.

    1.13 Comparative Products

    Products that are similar to yours and how they are.

    1.14 How this game stacks up

    How does your game set itself apart?

    1.15 Follow Up Products

    Are any sequels planned? Briefly describe the plans for these titles here.

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    2 Game Charter

    2.1 Meeting Schedule

    When will your team be working on your title?

    2.2 Hours worked per week

    Estimated time that your team will be working each week.

    2.3 Code Review Process

    Plan for discussing new features and code implemented by various team members. Describe

    focus group structure and size here.

    2.4 When Things Go Wrong

    What is the contingency plan for bumps in the road? Describe recovery scenarios for

    various high risk situations.

    2.5 Decision Making Process

    How are major decisions made within your team? What happens when team members dont

    agree?

    2.6 Rules of Conduct

    What are various rules for behavior within the team? What is encouraged and discouraged?

    2.7 Team Summary

    List out your team members and who is in charge of what. Member mini-bios are also very

    useful here. What experience does each member have?

    2.8 Integration Schedule

    How will modularized aspects of your code be integrated and undergo integration testing?

    How often will this process occur?

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    3 Treatment

    3.1 Dust Jacket Story

    Brief description of the story.

    3.2 Full Story

    The long version of your story.

    3.3 Character Attributes

    This is a gameplay view of characters. How much health do they have? Speed? What types

    of damage do they deal and how much impact will each attack have?

    3.4 Character Descriptions

    3.4.1 Name or I.D.

    3.4.1.1 One Sentence Description

    Single sentence to describe character.

    3.4.1.2 A Brief Description

    More in depth description of character and place in the story. One to two

    paragraphs.

    3.4.1.3 Backstory

    What is the characters story prior to the game?

    3.4.1.4 Behaviors

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    Character Attributes

    Name HP Speed Damage

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    What types of behaviors does the character display? This should include

    behaviors that impact gameplay, along with behaviors that are purely story

    oriented.

    3.4.1.5 Concept Art

    >

    Scan in the character concept art here. Describe any necessary design

    aspects of the character. This is similar to section 1.3.1.3 of the Initial

    Design Document.

    3.5 Weapons or Abilities

    3.6 Powerups

    3.6.1 Name or I.D.

    3.6.1.1 Brief Description

    Brief Description of weapon. When it is available is also described here.

    3.6.1.2 Attributes

    Attributes of the weapon or ability. What does it do? What are its pros and

    cons?

    3.6.1.3 Visual Design

    >

    Describe specific design aspects of this weapon. If it is an ability, include

    concept art of the appropriate character using the skill.

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    Weapons and/or Abilities

    Name Damage Rate of Fire Degree of Fire

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    3.7 Worlds and Maps

    3.7.1 Name or I.D.

    3.7.1.1 One Sentence Desciption

    Brief Description of map. When it is available is also described here.

    3.7.1.2 Goal

    What is the goal of this level?

    3.7.1.3 Travel

    How does the player get around this world? On foot? Through

    transportation means? Is this unique to this area?

    3.7.1.4 Scale

    Approximate size of the map. This is especially important for prioritizationand budget analysis.

    3.7.1.5 Backstory

    What is the story behind this map which extends prior to your game?

    3.7.1.6 Rules

    What rules exist in this map? This may include lava/chemical pits that

    damage the player or certain NPCs which can or can not be attacked, to name

    a few examples.

    3.7.1.7 Attributes

    What are the various attributes of the area? Is it a wasteland or a utopia, forexample?

    3.7.1.8 Environmental Interactions

    More detailed descriptions of elements of the map and what can be done with

    each element. Can certain boxes be used? NPCs be talked to or otherwise

    interacted with?

    3.7.1.9 Ambient Environmental Aspects

    What kinds of elements are present in the background of the level? Skies in

    flames? Meteor showers?

    3.7.1.10 Time

    How much time is expected to be spent on the level?

    3.7.1.11 Visual Design

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    Describe the areas design and why certain aspects were positioned as they

    were.

    3.8 Combat

    3.8.1 Combat Type

    What type of combat is in your game? Is it turned based, hack-n-slash, etc.?

    3.8.2 Combat Interface

    How is combat achieved? Menu traversal or button combinations? A combination of

    both?

    3.9 Special Systems

    Miscellaneous gameplay systems that have been produced solely for this title. What are the

    pros and cons of this feature?

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    4 Interactivity

    4.1 Interface

    4.1.1 Interface 1

    >

    Describe the various aspects of the interface displayed in the above screenshot. These

    will be necessary for menus, loading screens, and various interfaces that exist

    throughout different game phases.

    4.2 Front End Flow Chart

    This flow chart mainly deals with the flow of the main menu and entering a new game.

    4.3 Game Flow Chart

    Give a diagram which explains the movement through main game states at a high level view.

    This may include main menus, main game loop, game over, continues, etc.

    4.4 Player Experience

    What do you foresee as the overall player experience. References can be made here to

    surveys conducted during focus groups, and whether or not goals were met or not, and whatalterations were made to ensure the proper experience was conveyed..

    4.5 Interactive Rhythm

    What is the rhythm of the game and its interaction with the user? Is the combat fast paced orthought provoking? Are decisions made and expressed quickly through a simple interface or

    is the goal a thought provoking sequence that traverses a detailed and complex decision

    making menu system?

    4.6 How the Player Marks Progress

    How does the player mark his or her progress? Whether this is experience points or simply

    progressing through a compelling storyline, describe it here.

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    5 Modules and Algorithms

    5.1 Modules

    5.1.1 Module Name

    5.1.1.1 Description

    Describe the module and its purpose.

    5.1.1.2 Criticality

    Rate the criticality of the module from 1 to 10. When you are done, list the

    modules in order from highest criticality to least criticality.

    5.1.1.3 Risks

    Describe any risks that are involved with this module.

    5.1.1.4 Rules

    What rules are in place for this module? An example of this would be the

    format of a date this is passed into the module, etc.

    5.1.1.5 Interaction

    List other modules that interact with this one. Describe information that is

    passed between them and information that is outputted and in what format

    these interactions occur.

    5.2 Module Interaction Component Matrix>

    Describe your diagram and explain the functionality and necessity of various components.

    5.3 Algorithms

    5.3.1 Algorithm Name

    5.3.1.1 Description

    Describe the algorithm and its purpose. How does it work? What is its role

    in the product?

    5.3.1.2 Criticality

    Rate the criticality of the algorithm from 1 to 10. When you are done, list the

    algorithms in order from highest criticality to least criticality.

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    5.3.1.3 Risks

    Describe the risks involved with this algorithm. What are its weak spots?

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    6 Key Elements

    6.1 Scoring

    Explain the scoring scheme. When does the score escalate? When does this rate change? If

    scoring is not direct in your title, ranking of players is also applicable.

    6.2 Winning and Losing

    How does the player win? How does the player lose? What happens in each case?

    6.3 Transitions

    Explain transitions which exist between various gameplay phases.

    6.4 Rewards

    What reward system is in place for your audience?

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    7 Art and Production

    7.1 Style of Art and Animation

    Describe the visual style of your game. What kind of look and feel is present in your

    product?

    7.2 Style of Sound Effects

    What kinds of sounds are going to be present in your game?

    7.3 Style of Music

    What kind of music does your title contain? References to other games, movies, or albums

    can be helpful here.

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    8 Assets

    8.1 3D Art

    8.1.1 Character Models

    8.1.1.1 Model Name or I.D.

    The name of your model. This should correspond and reference a specific

    subsection from section 3.4.

    8.1.1.1.1 Description

    Description of model. Who is this in your game?

    8.1.1.1.2 Duration

    How long is this model present?

    8.1.1.1.3 Design Factors

    How were design factors for the character concept implemented in

    the model? List any failures that occurred in implementation here as

    well.

    8.1.2 Environment Models

    8.1.2.1 Model Name or I.D.

    8.1.2.1.1 Description

    Description of model. What is this in your game?

    8.1.2.1.2 Duration

    How long is this model present?

    8.1.2.1.3 Design Factors

    How were design factors for the initial drawn concept implemented

    in the model? This may not be applicable for simple models, but

    will be crucial for aspects of the environment that the player interacts

    heavily with (a bridge that collapses or a rope that is cut while

    traversing, for example).

    8.2 2D Art

    These are usually present even in 3D games! HUD and menu buttons are just a few

    examples.

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    8.2.1 Character Art

    8.2.1.1 Name or I.D.

    8.2.1.1.1 Description

    Brief description and purpose of art.

    8.2.1.1.2 Duration

    How long is this art present?

    8.2.1.1.3 Design Factors

    Were there design factors that played a role in the art?

    8.2.2 Environment Art

    8.2.2.1 Name or I.D.

    8.2.2.1.1 Description

    Brief description and purpose of art.

    8.2.2.1.2 Duration

    How long is this art present?

    8.2.2.1.3 Design Factors

    Were there design factors that played a role in the art? A health

    gauge flashing when health is low would be an example of this.

    8.3 Sound

    8.3.1 Music

    8.3.1.1 Name or I.D.

    8.3.1.1.1 Description

    Brief description and purpose of sound.

    8.3.1.1.2 Duration

    How long is this sound present?

    8.3.1.1.3 Design Factors

    What were design factors in this sound?

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    8.3.2 Sound Effects

    8.3.2.1 Name or I.D.

    8.3.2.1.1 Description

    Brief description and purpose of sound.

    8.3.2.1.2 Duration

    How long is this sound present?

    8.3.2.1.3 Design Factors

    What were design factors in this sound?

    8.3.3 Recorded Dialog/Voiceovers

    8.3.3.1 Name or I.D.

    8.3.3.1.1 Description

    Brief description and purpose of sound.

    8.3.3.1.2 Duration

    How long is this sound present?

    8.3.3.1.3 Design Factors

    What were design factors in this sound?

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    9 Screenplay

    >

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    10 Walkthrough

    In the following section, I have included some basic elements as an example of how to layout your projects info. You will want to be as detailed as possible here. Describe the main

    menu, then its submenus in subsections. Describe those submenus with even moresubsections. This will be a text walkthrough of the high level concepts you presented in your

    flow charts previously.

    10.1 Main Menu

    10.1.1 Main Menu Item 1

    Describe what the player does at this point. A common example of what would go here

    would be New Game. Make a subsection for each menu item and continue as

    appropriate.

    10.2 Introduction

    10.2.1 Cut Scene 1

    Describe. Make subsections as appropriate.

    10.3 Level 1 Title

    10.3.1 Main area

    Describe what the player does to completely traverse this level.

    10.3.2 Boss

    Describe the boss and strategies that were considered to beat him during development.

    Etc, etc, etc

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    TECHNICAL DOCUMENT

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    1 Coding Standards

    1.1 Naming Standards

    Describe generic naming standards here.

    1.2 Prefix Convention

    When creating an instance of types you should give each variable a prefix that is

    appropriate for that type. For example, a b in front of a variable that is a Boolean or a

    t in front of a structure type. Remove this paragraph and fill in the table below for

    this section.

    1.3 Defines

    Describe your policy for how data will be coded to standard for the define keyword

    in C/C++.

    1.4 Comments

    Here you should give a brief overview of what style of comments is to be used.Will /* ever be used in C/C++ projects, for example? Will you put specific labels on

    any comment or author them with initials to track who commented what?

    1.4.1 File HeadersHere you should give a brief overview of how to format comments at the top of

    your files. An example is given below.

    Header Example:

    Page 1

    Prefix Conventions

    Type Prefix Example

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    //////////////////////////////////////////////////////////////////////////////////////////////

    // File: Levelhandler.h// Author: Jonathan Buffey

    // Creation Date: March 03, 2007

    //// Purpose: Handles level events

    //////////////////////////////////////////////////////////////////////////////////////////////

    1.4.2 Function comments

    This section should explain how you will comment each function in your code.This usually involves function name, brief description, input parameter

    description, output data description, etc.

    1.5 Data Alignment

    Describe alignment of data in your code. How will indentation and ordering work?

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    2 Unit Plans

    2.1 Unit Name

    This section will be MUCH larger than it first appears. You will need to make sections for

    all of the units which occur in your product. This includes, but is not in any way limited to: a

    renderer, front end events, main menu, HUD, in-game menu, input handlers, level/event

    handlers, sound wrappers, collisions modules, and animation systems.

    2.1.1 Description

    What is it?

    2.1.2 StipulationsWhat needs to occur in the rest of the code for this module to work properly?

    2.1.3 Interface

    Most importantly, this section describes how this module interfaces with additional

    units that are being developed for the product. Also, it briefly describes how the player

    will be interacting with the module, often by describing yet more interfaces it has with

    the other modules in the system (i.e. the input module).

    2.1.4 Members

    2.1.4.1 Name or I.D.

    2.1.4.1.1 Data Type

    List what type of data type the member is. Is it an int or a double, for

    example? If it is an ADT, be sure to describe what the data type is.

    2.1.4.1.2 Function

    Describe the member of the module here and what its purpose is.

    Any global variables would be included in the list of members.

    2.1.5 Functions2.1.4.1 Name or I.D.

    2.1.4.1.1 Purpose

    Explain what the function does.

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    2.1.4.1.2 Parameters

    List the parameters here, their data types, and give a brief description

    of what they are used for.

    2.1.4.1.3 Output

    Describe what the function outputs. If void, describe how the data is

    communicated back to the system or user.

    2.1.6 Dependencies

    List your modular dependencies here and explain why they are necessary.

    2.1.7 Flow ChartA flow chart which explains the different states

    2.2 Integration

    2.2.1 Schedule

    When will your integration sessions occur?

    2.2.2 Team member roles

    Who will be responsible for what during integration? Will various team members be

    responsible for different parts of integration? Explain this here.

    2.2.3 Testing Schedule and Procedures

    Describe what your testing will be like. When will testing occur? How will it be

    conducted?