| <<O>> Difference Topic ProjectThreeProcess (r1.2 - 16 Dec 2004 - AaronArvey) |
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| < < | We designed our game in iterations. |
| > > | We designed our game in iterations. We spent approximately 5 days to 8 days per iteration and developed much of the core of the game in the first 2-3 weeks. After designing the core, we then started the iterations on tweaking and feature adding. We got through the first iteration before the Alpha release, and with the knowledge we gained from the Alpha release and the survey, we went through another two rapid iterations before the final release. |
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| < < | We have a minimum of five meetings a week: |
| > > | During the first 3 weeks of the project we had a minimum of five meetings a week: |
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| > > | After the alpha release, our meetings became a little more scattered; however, we always had a minimum of 4 meetings per week a constant flow of email to keep everyone up to date. |
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Use feasibility analysis and prototyping |
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Use of feasibility analysis and prototyping |
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| > > | We have code freezes planned at every prototype. There are certain features that have been deemed as "crucial" and others as "nice" and others as "not likely". We develop the game using an iteration scheme which emphasizes the crucial aspects of the game and in the later iterations, should we have time, we can add in some of the nice and not likely effects and features. The code freeze for the final project is on Wednesday December 15th. We intend to work on documentation an during the last few days of the project. We will be keeping a very constant log of everything we do and there will be comments through out the code, but things such as the final report, user guide, and final presentation will be done in the final days. |
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test early and often |
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There are several key concepts we followed when testing our product.
Test early and often (Unit and Integration Tests)Before code was ever committed, it had to be tested thouroughly by the person who developed this. When ever code was committed, the other members of the team would immediately grab it and compile with the new code and see if their new changes integrated well and just to double check the other person didn't miss something. This kind of redundancy allowed nearly no room for bugs. |
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including unit test |
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integration tests |
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playtests |
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Whitebox Playtests |
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Before anyone tested out code, we went through and tested many boundary cases (especially for the collision code). We also logged at least 7-15 hours of playtime for each member during development. After every feature was added we played for a minimum of a couple minutes making sure that the new feature was tested and nothing else was awry.
Blackbox Playtests (Alpha and Beta testers)We obtained very directed information from our alpha testers through a survey which we distributed. We were fortunate enough to also obtain a fair amount of other ideas from the alpha testers regarding their overall experience with the game. After incorporating some of these ideas, we then made a beta release which friends and family could test. We received more feedback and when the blackbox testing was finished, we had a much better product to deliver. |
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| > > | We used CVS extensively in this project. We had to manage a code base of approximately 15KLOC, so CVS made everyone's life much more pleasant. |
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| < < | We use CVS and the documentation can be found at: |
| <<O>> Difference Topic ProjectThreeProcess (r1.1 - 06 Dec 2004 - AaronArvey) |
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%META:TOPICINFO{author="AaronArvey" date="1102320600" format="1.0" version="1.1"}%
%META:TOPICPARENT{name="ProjectThree"}%
Our Development ProcessHere are some good links to look at: Here's a little more information on how we developed our project:Iterative developmentWe designed our game in iterations.Major MilestonesPlease see PlanDocuments and CoolPresentationsWeekly planning meetingWe have a minimum of five meetings a week:
Risk analysisPlease see CoolPresentationsUse feasibility analysis and prototypingPlease see CoolPresentations and PrototypeCountryWork breakdownThere is a near weekly work breakdown at PlanDocumentsPert and Gantt ChartThis can also be found in PlanDocuments. The Gantt chart seemed unnecessary with work breakdowns being done for every weekUse CasesSee CoolPresentationsClass and Sequence DiagramsPlease see CodeDocumentsCode FreezesTestingtest early and oftenincluding unit testintegration testsplaytestsIndividual logsPlease see ContactInfoCVSPlease see CvsInstructions We use CVS and the documentation can be found at: -- AaronArvey - 06 Dec 2004 |
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Revision r1.1 - 06 Dec 2004 - 08:10 GMT - AaronArvey Revision r1.2 - 16 Dec 2004 - 05:30 GMT - AaronArvey |
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