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Aviar³ Grandmaster Cheater
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Joined: 03 Jan 2008 Posts: 655 Location: Canada
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Posted: Sat Apr 21, 2012 7:48 pm Post subject: Anyone done research on software processes? |
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If so, share. Particularly any useful articles on designing processes (have the IEEE standards on the matter) or on process metrics (is functional point analysis the only way to measure?). I am having a problem in particularly being able to quantify a processes. Could also use any UP TO DATE values on project overruns and cancellations in the game industry, as well as current software processes that are used (found a couple saying that XP and SCRUM were common, but the articles were old, 2002 old).
The questions I must answer are as follows (I formulated these, so they may be shit, and Id seriously appreciate any feedback on making them better):
Problem Definition:
Is there a problem in game/multimedia projects with regards to cost overruns and cancellations?
If so, is the problem more frequent in game projects than in other software projects, such as business or critical systems?
Problem Identification:
What causes project failures or cost overruns to be more common in the game industry? Are these problems commonly due to poor process support?
How great is the difference of success for a given process in the game industry in relation to other industries?
In the case that processes fail more commonly in game industries, what causes these failures?
Can a process be designed to effectively take into account these causes, and assist in mitigating or controlling them?
Solution Search:
Closing:
How does the new process differ from previous processes?
How do these elements address the problems identified?
How can the process be bettered?
What old problems remain and which new ones were introduced?
Designing a software process for game design (technically multimedia projects). Read a couple papers, then I noticed Im an idiot and don't have data to PROVE theres a problem. Also don't have tools or knowledge to actually quantify process attributes based on their structure or activities.
P.S.: Yes this is probably really only pointed at slugsnack or ani, since I doubt most others would have seen anything on the matter.
P.S.S.: Problem I am trying to address is this http://publik.tuwien.ac.at/files/PubDat_187781.pdf but without so much reiteration over the same activity (and clearer activity definitions). http://www.gamasutra.com/view/feature/2143/a_software_process_for_online_game_.php is also good.
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Last edited by Aviar³ on Sat Apr 21, 2012 8:55 pm; edited 8 times in total |
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Boxes How do I cheat?
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Posted: Sat Apr 21, 2012 8:37 pm Post subject: |
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Its something to do with the cpu and ram I think the cpu PROCESSES it through pulses depending on the speed of your cpu the faster the pulse
the things it processes are stored on the ram memory this memory is temporary and your computer automatically deletes ram which is not alloicated. This means if you have a faster cpu and a good ram card
its mainly your cpu which controls the speed of program not your ram contrairy to lots of people think it does but ram just stores temporary data of the program then it converts it from machine code to code we can understand and stores it on the ram temporarly.
Now lets talk about interpreters... this is a program there are a lot of them
Visual basic, java, ect.. the compiler for say visual basic converts it to a code when it is built when it is ran it is sent through the interpreter, the interpreter converts it to machine code which makes it a relitively slow program to open conpared to other programs which are written in c++ which are compiled directly into machine code.
Heres a website with an article related to what I said if I'm a little rusty then this will tell you something different but I think I'm a little right
first memory = ram, temp data ,ect
second memory = solid state memory like a harddrive
or a disc drive
http://homepage.cs.uri.edu/faculty/wolfe/book/Readings/Reading04.htm
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Aviar³ Grandmaster Cheater
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Posted: Sat Apr 21, 2012 8:40 pm Post subject: |
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Think am being trolled.
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Boxes How do I cheat?
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Posted: Sat Apr 21, 2012 8:48 pm Post subject: |
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| Aviar³ wrote: | | Think am being trolled. |
Misunderstanding, hurrr, like the process of making a game?
Its the same as making any other programs you make flow charts and stuff and psedo code first and you get orgranized with other people involved with the project the more people involved the better just make sure they know what they're doing and label the code and says what it does so the whole program doesn't look like a giant mess.
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Aviar³ Grandmaster Cheater
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Posted: Sat Apr 21, 2012 8:49 pm Post subject: |
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| Magic Cow wrote: | | Aviar³ wrote: | | Think am being trolled. |
Misunderstanding, hurrr, like the process of making a game?
Its the same as making any other programs you make flow charts and stuff and psedo code first and you get orgranized with other people involved with the project the more people involved the better just make sure they know what they're doing and label the code and says what it does so the whole program doesn't look like a giant mess. |
Tad more complex. Read the links I provided at the end for a better idea.
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Cryoma Member of the Year
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Posted: Sat Apr 21, 2012 9:49 pm Post subject: |
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Ok, look at small companies like Mojang and Newgrounds, they make some really great games, honestly, and very quickly in comparison to the big publishers.
They are small and usually have no more than a few people working on each project.
This means more work per person, but having one person do all the artwork instead of an entire department is more efficient in the long run.
Also the games are smaller so they still get it done quicker.
Basically the issue of exceeding budgets, missing deadlines, and actual cancellations spawns and accentuates from the expenses of time and money associated with redoing or fixing work, possibly many times, replacing inefficient staff members mid-project, and having to micromanage all staff members the entire time.
Also, since larger studios work on larger titles that require larger budgets from the producers, the workflow for each game aspect is exponentially more complex. This puts a lot more stress on the entire team to make sure it is absolutely perfect, with the consequences possibly including cancellation.
On the other hand, if Mojang or Newgrounds were to miss a deadline or have to postpone the release date for any reason, nobody would care, because they have no financial backers, and no threat of having the rug pulled out from under them.
Of course that doesn't mean they aren't professional about what they do, but it still stands.
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Aviar³ Grandmaster Cheater
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Posted: Sat Apr 21, 2012 10:00 pm Post subject: |
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First, many Flash games do have financial backing, particularly from the actual portals themselves.
Second, I would like the process to scale and give at least some basic activities that must be completed to help direct project leads and ensure that the game doesn't get cancelled midway because they found out they weren't even solving a problem or targetting a real market opportunity.
Thirdly, http://www.gamedev.net/topic/623826-recommended-articles-on-se-in-game-industry/page__pid__4933692#entry4933692.
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Cryoma Member of the Year
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Posted: Sat Apr 21, 2012 10:04 pm Post subject: |
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I meant Behemoth, not Newgrounds, same people but xbl games rather than shockwave.
They manage all of their funding internally since their games sell so well, and the team sizes at two or three people.
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Slugsnack Grandmaster Cheater Supreme
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Posted: Sun Apr 22, 2012 6:25 am Post subject: |
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Sounds like you're talking about software methodologies but I'm confused by the terminology you use. It's not conventional, so I'm not even sure if you're talking about something else. Yesterday when I checked you were talking about processes and functional point analysis or something. Which is entirely different
The scope of your question is actually unclear. As are the purposes of why you want to know about this. If I had more information I could probably help since my masters specialised in software engineering
You also might want to search papers from more traditional sources too
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Aviar³ Grandmaster Cheater
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Posted: Sun Apr 22, 2012 7:11 am Post subject: |
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| Slugsnack wrote: | Sounds like you're talking about software methodologies but I'm confused by the terminology you use. It's not conventional, so I'm not even sure if you're talking about something else. Yesterday when I checked you were talking about processes and functional point analysis or something. Which is entirely different
The scope of your question is actually unclear. As are the purposes of why you want to know about this. If I had more information I could probably help since my masters specialised in software engineering
You also might want to search papers from more traditional sources too  |
I'll assume that the portion that seems poorly phrased is:
| Quote: | | Designing a software process for game design (technically multimedia projects). Read a couple papers, then I noticed Im an idiot and don't have data to PROVE theres a problem. Also don't have tools or knowledge to actually quantify process attributes based on their structure or activities. |
This is probably because the way I express the idea doesn't use the proper domain vocabulary. When I say quantify a software processes attributes, I mean I have no way of measuring the characteristics of a process (such as how dependent a two different activities are in regards to each other). Really, I don't even know if the concept exists, but the idea is simply that I need to know how dependent activities are in regards to each other, to be able to determine the likelyhood of delay (sort of like coupling with classes, the more tightly coupled they are, the more a change in one affects another). Also I googled software methodology and I suppose thats the term, as the idea is to produce a process (too many damn different acronyms such as SDLC, SP, SPM, etc.) .
Oh, and regards to functional point analysis, it was just a sort of software metric I came across. I'm really looking for something (something here being a mathematical formula or algorithm) that lets me track requirements volatility across time. Downloaded a ebook on the matter since there appeared to be no good papers (that I could find with my limited vocabulary), and am going to look through it later to see if theres anything that seems like it would work.
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