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Published byLawrence McCarthy Modified over 8 years ago
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MAINTENANCE GAME DESIGN
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OBJECTIVES Name and identify the 3 types of maintenance Understand how maintenance was done before the use of networks Understand the issue that networking has contributed to.
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MAINTENANCE STAGE After the testing phase, comes the maintenance stage. The maintenance stage is the longest stage of the entire development process.
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THE 3 TYPES OF MAINTENANCE Perfective Maintenance Corrective Maintenance Adaptive Maintenance
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THE 3 TYPES OF MAINTENANCE Perfective Maintenance It is the process of improving and adding new features over the program’s life cycle. This is the most used type of maintenance in the game industry. Developers will often release new material after a game’s release that can be downloaded onto the console. This material is either free or requires purchase, which makes the maintenance process beneficial to the developer.
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THE 3 TYPES OF MAINTENANCE Corrective Maintenance It is the process of removing bugs and errors in the code that might have slipped by during testing. Developers can easily release patches and updates to games because of the networking so widely used in games today. New features always leads to new code and in turn new bugs.
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THE 3 TYPES OF MAINTENANCE Adaptive Maintenance It is the process of updating the product to incorporate changes made to the environment. This type of maintenance started with the networking of game consoles. It is a relatively small part of the maintenance done for games.
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THE 3 TYPES OF MAINTENANCE Adaptive Maintenance It is the process of updating the product to incorporate changes made to the environment. This type of maintenance started with the networking of game consoles. It is a relatively small part of the maintenance done for games.
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THE USE OF NETWORKING IN MAINTENANCE Before consoles were able to connect to a network, maintenance on console games was very tedious. The only way to get corrections and new material into the game was one of two ways. Sequels Re-Releases
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THE USE OF NETWORKING IN MAINTENANCE Sequels Sequels were usually made by the same developers who made the original game, not by maintenance programmers as they are done today. Sometimes the new material was so different from the original product that they were not adding or enhancing the game, but making the game feel like an entirely new game. Developers usually reuse code that was written for the original product in the sequels.
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THE USE OF NETWORKING IN MAINTENANCE Re-Release Sometimes a developer may have had an idea that could have been released in the first game but wasn’t. It wouldn’t be profitable to release this idea into a sequel so instead the developers would re-release the game with the included idea. This would require users to purchase the game again.
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THE USE OF NETWORKING IN MAINTENANCE Problems Since it is so easy to use networking today to release patches and correct bugs, code has become sloppy and bug ridden and released to the public with the idea that it can “always be patched up later.” This leads to unsatisfied users and a mistrust towards the developers.
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NOW ITS YOUR TURN What are maintenance developers up against? On the next slide will be a list of maintenance issues that developers are faced with every day. You will choose one of these issues and create a 6 slide, informative PowerPoint on the topic which you will share with your class on Thursday. Your PowerPoint must have a title slide and a resource slide.
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NOW ITS YOUR TURN What are maintenance developers up against? Patch Implementation and Deployment Prevention and response to attacks Scalability Load balancing Backup and data management
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