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Messages - axell

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Add ability to use issue tracking system in addition to Version Control system. Issue tracking should be also installed on project server and will improve quality of development and support

Development of games, software for home use and enterprise are 3 different worlds. These worlds have various requirement for release cycle, support and sales (licenses).  It will be great to reflect this in the game. Currently the process of development of software of different kind in Software Inc is the same.

Here is the list of what can be done differently:

1. Versions, release cycle and development


It is normal situation for the game dev company to develop several games with absolutely the same set of features and these games will slightly compete with each other (user may buy all of them at the same time).

For example, platformers  like Commander Keen and Mario (or strategy like WarCraft and Dune) may use the same engine, have the same features, but different graphics, music and story.

For home and especially enterprise software such situation is exceptional. User will never buy two 2D editors, if they have same set of features and are developed by one company. Also, if next version of your software has only small amount of new features, it is not likely that users won’t upgrade (except the situation, when price for upgrade is low.

So the market models for games and enterprise should be different. Capacity of the game market is higher.  For example, if there are 100 people that plays RPG, that means that you are able to sell 200 copies users (if you have 2 different RPG games). For 2D Editors it’s not true.

Development (expansions)

Games may have expansions. For expansion development mostly art work is required, code changes slightly (there could be some bugfixes and small tuning). Expansion popularity are often limited by the popularity of original game.

Development (sequel)

Sequel development in case of games often requires programming from scratch, you just use some experience from your previous projects and that’s why it’s impossible to save a lot of time. The development of sequel will take approximately the same amount of time.  This is the model used in Software Inc right know.

Sequel development for enterprise on the other hand often means, that you are just adding new features to existing project. It’s is much faster! However without code refactoring quality of the sequel is limited by the quality of original product. With each release quality of the code decreases, that’s why after some years and iterations – code can be ruined, so  it will  be cheaper to develop it from scratch, than to continue just adding new features.

2. Support

Support for games and enterprise differs too. For enterprise it is mostly about consulting users, than just fixing bugs. That’s why the requirement for the personal should be different. It has sense to introduce special role for support staff, especially for the enterprise (mix of QA, Marketing and Programmer skill).

The quality and period of support for enterprise are of course higher (for OSes and databases support period could be 10 years or more)

3. Sale (licenses)

One of the difference in licenses is the existence of Upgrade license for home and enterprise soft, which is cheaper than the full license.

Another difference – enterprise have annual licenses, when user have to pay each year for support. The software could even be free, however support is costly. Ga,es in most cases are one time pay (except MMO and etc)

Suggestions and ideas / Re: More than one team in a room
« on: March 11, 2019, 11:13:45 PM »
My suggestion is to remove the negative modifier for more than one team from all rooms (and for offices too). Exception can be done only for meeting rooms. For working rooms distance can be use instead. If members of different teams are seating in different corners of the room or have cubical walls between each other - it shouldn't be a problem

Absolutely agree. Waterfall process implemented in the game forced me to split development of one project to at least 3 teams: dev, designers and support (and I used one Artist team shared between all project). Each teams required separate room. So for 3 project developed at the same time I was required to have minimum 10 rooms, even if team has only 1 member in it.- That is ridiculous. It very rarely happens in real life

The present process of design and then develop works for me as it allows me more time to train the development team while design is in progress and then train the design team when the project is handed over to programming & art...

It's a good solution. However when you have more than 2 projects, it appears to be additional pain for you to check if designer is free and should be sent to educational courses and will he be available or not, when you decide to start new project. And what is more important this is far from our real life.

As it was mentioned already in this forum waterfall is dead. Since 90's most of the development teams work using SCRUM,  Kanban or any other Agile methology. I believe it is a very good idea to add support for different development methologies to the game. New methologies can be unlcocked only after some date or milestone and it's up to the player to choose which one he is going to use for his project

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