Cold Moon Studio

Game development is my recent hobby. I am going to approach it as a project and apply enterprise architecture principals to make things clearer.
The plan is to write a game to understand the process. I want to learn anything there is to know about game development, the good, the bad and the ugly. Hopefully I will get some result and enjoy the process.
To organize everything I will use Zachman framework. WARNING: use of said framework leads to OCD and excessive knowledge sharing... or the other way around I am still not clear on that
It is a work in progress, so please bear with me...

- this indicates a decision point. If a different path is taken it may have a tremendous downstream effect. The higher the decision point is in the framework the more difficult it will be to adopt it without breaking anything.

Executive Summary (Planner's perspective)

Motivations

Knowledge

The list of terms:

Activities

The following activities will need to be performed to address the motivations:

Events

Milestones:

Actors

For this initiative no marketing research will be performed to understand the game's ideal target audience.
These are the roles that are required to perform the activities:

Locations

Enterprise design is going to be located on this web page.
The game will be develop for PC Windows since this is what I have access to.
If I get to the point where the game is actually playable I will make it available for download via the Internet.
The 2 ways of communication for the initiative are the following:



(Everything below this line is under construction)





Business Model (Owner's perspective)

Motivations

Knowledge

This will form the ontology.

Activities

A complete set of activities that are required to produce a game. It is organized in the form of the taxonomy.

Events

Master scheduler.

Actors

These are stakeholders that are involved into the initiative.
First question is who will play the game? What audience do I target? Each of the following restrictions associated with people will have an affect on how the game is designed and implemented: The game will support only English language.
No support for players with disabilities will be explicitly provided.
Organization structure

Locations

Range of possible software and hardware for the game:
Distribution mechanisms:

Designer's perspective

Motivation

Visions: group play in PvE and PvP in RPG setting
Mission: develop a game that will let people to group for PvE and PvP and enjoy the gameplay from different perspectives with a sense of progress and achievement
Business rules

Knowledge

This is a common vocabulary for the initiative. It is very important to get it right especially if there is a team of people involved. Making concepts explicit helps to avoid any assumptions and misunderstandings.

Activities

QA - the modern approach is to make alpha and beta versions of the game available to players.
My current understanding of what the game will consists of

Events

Actors

Security. How much can we trust the players? The level of trust will have an impact on game implementation.

Locations


Builder's perspective

The language of choice for me is C++. Games can be written in many different languages. But this is not a question of practicality but rather a choice of the most powerful tool there is. Hence C++.
I started gathering some information on how each component can be implemented. There is no silver bullet of course. But there are some things I would like to do so here it goes:

Knowledge

Activities

Essentially at this point I need to learn C++, libraries and technologies necessary to program the game.

Locations


Subcontractor's perspective

Activities

Tools Algorithms Tutorials

Actors



Player's perspective (Functioning enterprise)


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