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04-THE DEVELOPMENT PROCESS ??????

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... The most popular agile method is SCRUM Our approach will be ... presentation format: ... THE ITERATIVE MODEL SCRUM & AGILE DEVELOPMENT SCRUM ... – PowerPoint PPT presentation

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Title: 04-THE DEVELOPMENT PROCESS ??????


1
04-THE DEVELOPMENTPROCESS??????
  • ???,panml_at_mail.sysu.edu.cn
  • ????????

Ref cornell
2
SOFTWARE DEVELOPMENT
  • Design process
  • Decide what game you want to make
  • Create a specification of your design
  • Development process
  • Implement your specification
  • Verify results to make sure it works
  • Release (yeah!)

3
THE TRADITIONAL MODEL
  • Document extensively design to specification
  • Design and documents done before coding starts
  • Development follows a specified project timeline
  • A general software engineering model
  • Often called the waterfall model

Pre-production
Release
Design
Implement
Test
4
WATERFALL MODEL
Cannot start stage until previous step
finished! Previous output, the next step inputs
Pre-production
Design
Implement
Test
Release
5
PROBLEM WITH WATERFALL MODEL
  • Estimating development time
  • Will never accurately estimate time required
  • Development dates will slip release delayed
  • Specification will change many times
  • What if game is not fun in testing?
  • Have to start all over again
  • Waterfall developers lie about progress

6
THE ITERATIVE MODEL
  • Should be playing 20 into development!
  • This requires prototypes (may be nondigital)

Design
Implement
Pre-production
Release
Test
7
SCRUM AGILE DEVELOPMENT
  • Iterative model is called agile development
  • Standard model in games industry
  • The most popular agile method is SCRUM
  • Our approach will be SCRUM-lite
  • Have many features in common with SCRUM
  • But will drop elements not necessary for us
  • If want more, take Software Engineering

8
SCRUM SPRINT(??)
  • Usually a 3-4 week cycle
  • Sprints in this class are two weeks
  • Work towards a testable deliverable
  • Sprint Backlog features to implement
  • Small subset of features for final release
  • Some may be left over from previous sprint
  • Re-evaluate at the end of every sprint

9
SCRUM SPRINT
10
ELEMENTS FOR PROCESS MANAGEMENT
  • Process
  • Activities
  • Tasks and Relationship
  • Time
  • Milestones(accessible)
  • Artifacts(deliverable)
  • Resources
  • Risks(controllable )
  • Costs Incomes
  • Work Breakdown Structure(WBS)

11
WORK WITH MICROSOFT PROJECT
12
MILESTONES
  • Suggestions for your sprint backlog
  • Designed to keep the course moving
  • But flexible enough to handle set-backs
  • Can renegotiate if you get seriously behind
  • Classic Milestones
  • Design drafts complete
  • Code (Game Engine) Complete
  • Content (Game Levels) Complete
  • Zero Bugs

13
MAJOR MILESTONES
  • Conception Model
  • Nondigital Prototype
  • Gameplay Prototype(10?????,????)
  • Technical Prototype
  • Alpha (Code Complete) (12?)
  • Beta (Feature Complete) (14-15?)
  • Release (Balanced and Tested)

14
DOCUMENTATION
  • Major part of the development process
  • Why course counts for technical writing
  • Ensures group is always on same page
  • At every point of development
  • Pre-production concept document, gameplay
  • Sprints reports, architectural specification,
    wiki
  • Release manual, game website

15
PRE-PRODUCTION CONCEPT DOCUMENT
  • Describes the basic idea behind your game
  • Start with a catchy, one-sentence description
  • Convince the reader that your idea is good
  • Communicate the core vision of the game
  • Like pitching a game to a producer for funding
  • Example
  • Rocket Commander Whitepaper
  • Template (Cornell)

16
PRE-PRODUCTIONGAMEPLAY SPECIFICATION
  • Thorough overview of your gameplay
  • Includes formal elements
  • Can also flesh out characters, setting
  • Designed so someone can join team quickly
  • In the industry, a 10-20 page document(But yours
    will be closer to 5 pages)
  • May change as part of your sprints!
  • Gameplay can always be altered

17
DEVELOPMENT REPORTS
  • Bi-weekly reports to tracking group progress
  • Outlines the upcoming sprint backlog
  • Who is going to work on what?
  • Will also reflect on the previous two weeks
  • Did you meet all the goals mentioned?
  • You are not graded on progress!
  • Used to give you guidance if stuck(?????????)
  • Responsibility of the Project Leader

18
DEVELOPMENTARCHITECTURAL SPECIFICATION
  • Outline of your software organization
  • Could just be an API of interfaces/stubs
  • Advanced groups may use some UML
  • To distribute tasks to individual programmers
  • Right form depends on the project
  • Will talk about later in class
  • Responsibility of the Lead Programmer (Software
    Architect ???)

19
DEVELOPMENT GAME WIKI
  • Contains everything about your game
  • Details on characters, objects, weapons, enemies
  • Complete details on game mechanics
  • Complete details on all levels, and all game
    modes
  • Complete details on the interface
  • Complete details on the setting and backstory.
  • Update constantly, as game changes constantly
  • Responsibility of everyone
  • May Be Organized as Chapter 14 of Fullerton
  • ????(http//www.baihui.com)

20
RELEASE MARKETING MATERIAL
  • Will create a game webpage
  • Entice people to download your game
  • Concise description of gameplay
  • Supplemental media screenshots, video
  • Will also create a game manual
  • Instructions on how to play the game
  • Story, other material to improve the setting

21
Development Process Review
Design
Implement
Pre-production
Release
Test
22
DEVELOPMENT PROCESS REVIEW
  • Pre-production to create initial game design
  • Concept document to pitch idea
  • Gameplay specification for complete vision
  • Sprints develop the game iteratively
  • Playable deliverable every two weeks
  • Reports to track progress and manage backlog
  • Wiki to keep track of major changes in game
    design
  • Architectural specification for programming tasks
  • Release game with marketing material
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