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04-THE DEVELOPMENT PROCESS 游戏开发过程 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell
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INTRODUCTION TO COMPUTER GAME DESIGN 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!)
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INTRODUCTION TO COMPUTER GAME DESIGN 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- productionReleaseDesignImplementTest
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INTRODUCTION TO COMPUTER GAME DESIGN WATERFALL MODEL Pre-production Design Implement Test Release Cannot start stage until previous step finished ! Previous output, the next step inputs
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INTRODUCTION TO COMPUTER GAME DESIGN 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
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INTRODUCTION TO COMPUTER GAME DESIGN THE ITERATIVE MODEL Should be playing 20% into development! This requires prototypes (may be nondigital) Pre- productionRelease Design Implement Test
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INTRODUCTION TO COMPUTER GAME DESIGN 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
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INTRODUCTION TO COMPUTER GAME DESIGN SCRUM SPRINT (冲刺) 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
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INTRODUCTION TO COMPUTER GAME DESIGN SCRUM SPRINT
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INTRODUCTION TO COMPUTER GAME DESIGN ELEMENTS FOR PROCESS MANAGEMENT Process Activities Tasks and Relationship Time Milestones(accessible) Artifacts(deliverable) Resources Risks(controllable ) Costs & Incomes Work Breakdown Structure(WBS)
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INTRODUCTION TO COMPUTER GAME DESIGN WORK WITH MICROSOFT PROJECT
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INTRODUCTION TO COMPUTER GAME DESIGN 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
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INTRODUCTION TO COMPUTER GAME DESIGN MAJOR MILESTONES Conception Model Nondigital Prototype Gameplay Prototype ( 10 周左右完成,越早越好) Technical Prototype Alpha (Code Complete) ( 12 周) Beta (Feature Complete) ( 14 - 15 周) Release (Balanced and Tested)
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INTRODUCTION TO COMPUTER GAME DESIGN 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
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INTRODUCTION TO COMPUTER GAME DESIGN 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)Cornell
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INTRODUCTION TO COMPUTER GAME DESIGN PRE-PRODUCTION: GAMEPLAY 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
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INTRODUCTION TO COMPUTER GAME DESIGN 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 (存在问题与解决方案) Responsibility of the Project Leader
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INTRODUCTION TO COMPUTER GAME DESIGN DEVELOPMENT: ARCHITECTURAL 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 架构师 )
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INTRODUCTION TO COMPUTER GAME DESIGN 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 百汇维基( http://www.baihui.com ) http://www.baihui.com
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INTRODUCTION TO COMPUTER GAME DESIGN 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
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INTRODUCTION TO COMPUTER GAME DESIGN D EVELOPMENT P ROCESS R EVIEW Pre- productionRelease Design Implement Test
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INTRODUCTION TO COMPUTER GAME DESIGN 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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