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CMPT371 – Team 1

Luminance. CMPT371 – Team 1. But first. Major group refactoring. Development Lead: Stephen Damm . Project Manager: Martina Nagy. Test team member: Chet Collins. A lot of effort and cooperation to get new team configuration organized. Met with professor. Talked through it as a group.

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CMPT371 – Team 1

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  1. Luminance CMPT371 – Team 1

  2. But first... • Major group refactoring. • Development Lead: Stephen Damm. • Project Manager: Martina Nagy. • Test team member: Chet Collins. • A lot of effort and cooperation to get new team configuration organized. • Met with professor. • Talked through it as a group. • But we’re still developing strong.

  3. Project – Luminance • Puzzle game • Guide a beam of light using a limited set of tools to certain goals avoiding obstacles along the way. • Previous milestone • Focused on setup/research • Examining the previous system • Current milestone • Focused on development • Majority of work has been developing the different components of the game

  4. Current State • Resource Manager • Textures, Sounds, Music • Input • Touch, Drag • GUI • Menu primitives • Level Loader • XML • Graphics • Basic primitives (sphere, box, etc.) • Game • Renders grid, background, game objects

  5. Class Diagram

  6. CPM Diagram

  7. Testing • Strategy for testing • When dev’s commit code stubs, inform test team • Gone to external sources for advice • Ant scripts vs. IDE • Results so far • Continuous integration working. • Game State testing – assume OpenGL is correct. • Use case scenarios – GUI Tests. • User Evaluation plan.

  8. Test Results • ResourceManager. • jUnit. • Use case testing. • GUI. • Black box. • For every class in the system. • Smoke test • Guarantees repository has run able code

  9. Risk – Team Communication • Description • General communication issues amongst the sub groups. • Probability: Low • Severity: High • Plan: • Adjust roles to be clear and precise. • Additional weekly meetings dedicated to sub groups sharing their progress. • Status: Occurred, solved.

  10. Risk – Losing members • Description • Losing a team member. • Probability: Low • Severity: Low • Plan: • Shuffle around people to fill the lost roles. • Status: Occurred, solved.

  11. Risk – Performance • Description • The game we envision cannot achieve the performance required. • Probability: Medium • Severity: High • Plan: • Lower texture quality, reduce special effects, smaller levels. • Explore any android specific optimizations. • Profile our code for hot spots. • Status: NULL.

  12. Software Quality Assurance • Code Reviews • Individual • Peer • Smoke Test • Guarantees run able game • Build master • Ensures code quality • Reviews days work

  13. Software Quality Assurance • Android/Java Caveats • No abusing memory allocations • Memory limit: 24MB • Avoid ‘new’ anywhere in update() or draw() code paths • Turning off the garbage collector • Call manually as we see fit • Cannot let it run wild • Java loves threads: • main thread, event thread, android thread • OpenGL context only valid and accessible in android thread

  14. Software Quality Assurance • Version Control Strategy. • Essentially remained the same. • TeamCity + Google Code. • Developers commit stubbed classes. • Including pre-conditions, post-conditions, parameter explanations, etc. • Test team is able to start writing unit tests on this stubbed out code. • End result: • Software development process more efficient.

  15. Software Engineering Process • Enhanced communication. • Discuss as a group what changes are going to be made. • Enhanced collaboration. • Separate team meetings for specific discussions, then regroup. • Improved division of labour. • No longer relying on one person to do it all.

  16. Software Engineering Process • Improved chain of command. • More defined developer lead position and project manager positions. • Enforcing group understanding of system. • OpenGL tutorial conducted by Stephen. • Game oriented testing. • Challenges of game testing. • Focus is on black box / play testing. • Tests written as code stubs are created.

  17. Updated Project Plan • Milestone 3: • Game level editor. • GUI Test suite. • Design user evaluation questionnaire. • Finalize the in game object models. • Implement special effects, sound effects. • Milestone 4: • Discuss changes to game based on evaluation. • Prototype and implement new in game puzzle tools and game puzzle mechanics. • Outline and design user manual. • Implement random level generator. • Beta version of the game. • Milestone 5: • Clear out all known bugs. • Play test. • Release version of game. • Post Mort-um document. • Push game through Q&A process.

  18. Questions? • The end!

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