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Difference between revisions of "IS480 Team wiki: 2010T2 CrusNitor Final"

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During our mid terms presentation, Professor Jason had expressed his concern on the low FPS performance of the game. He was worried that it might be a big problem that if remained undetected, could affect our application in the later stages and cause us to revert our codes. While initially we dod not think that it is an issue, we followed up on his feedbacks and worked on finding the source of the FPS performance. We had traced the cause to the memory leaks that had occurred within the execution of our application. On hindsight, this issue could have been a serious problem if we had let it go unchecked. Finding the source of the problem raise the awareness and importance of memory management in our development work. We were more careful and attentive to memory leaks issue, allowing us to keep to our aim of producing a stable and working application.
 
During our mid terms presentation, Professor Jason had expressed his concern on the low FPS performance of the game. He was worried that it might be a big problem that if remained undetected, could affect our application in the later stages and cause us to revert our codes. While initially we dod not think that it is an issue, we followed up on his feedbacks and worked on finding the source of the FPS performance. We had traced the cause to the memory leaks that had occurred within the execution of our application. On hindsight, this issue could have been a serious problem if we had let it go unchecked. Finding the source of the problem raise the awareness and importance of memory management in our development work. We were more careful and attentive to memory leaks issue, allowing us to keep to our aim of producing a stable and working application.
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=== Project Challenges===

Revision as of 00:21, 18 April 2011

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Project Progress Summary

Click here to view our Main Wiki Page.
Click here to view our Facebook Poster Day / Game Demo Day.
Click here to view our final presentation slides.

Project Highlights

Slowdown in Arts Asset Production

A week after our mid terms presentation, we experienced a slowdown in the production of the arts assets from the design team. This is because every member of the design team were busy with their own current jobs/projects on hand. As a result, the arts asset development came to a trickle and caused us some bottlenecks in our development work. At that point of time, we only had the paladin animation on hand. It severely affected our progress and caused delays in our project schedule. The effects of this problem on our schedule will be discussed later on in the Planned vs Actual portion of the Project Management section.


We have already highlighted this problem as part of our risk assessment done for our project. We defined the likelihood of this risk occurring as high, for we expected it to happen given our unfamiliarity with game development lifecycle. When this risk occurred and affected the progress and schedule, we executed the mitigation strategies that we had defined for this problem. Among the steps that we had taken:


  • For the problem of falling behind schedule, we began to put in overtime work. We work longer hours and meet up on extra days to catch up with our schedule.
  • We divert our attention and resources by working on the other components of the project. This is done by expanding the foundational works in preparation of receiving the arts assets, such as stabilizing the libraries, architecture and engines further.
  • We also improvised as and where we can. Given that we do not have any enemy assets at that point of time, we reused our paladin asset. We colored the asset black and used as the enemy characters. As we had designed the application to be data driven, we can easily replace these black paladin assets with the enemy assets when they are developed in the future by changing its reference to the database of assets without changing anything within the codes.
  • We worked much more closely with the design team by having more correspondence with them. This allows us to understand their situation better and also relay our own deliverables so that they are able to appreciate our situation. We met up more often and at times, we worked together on site, side by side with each other in order to accelerate our development work.
  • We re-scope certain portions of our projects in order to have more realistic deliverables for IS481. It is important to note that we are still intent on meeting the original scope after the tenure of our IS481.

Low Frame per Second (FPS) Performance

During our mid terms presentation, Professor Jason had expressed his concern on the low FPS performance of the game. He was worried that it might be a big problem that if remained undetected, could affect our application in the later stages and cause us to revert our codes. While initially we dod not think that it is an issue, we followed up on his feedbacks and worked on finding the source of the FPS performance. We had traced the cause to the memory leaks that had occurred within the execution of our application. On hindsight, this issue could have been a serious problem if we had let it go unchecked. Finding the source of the problem raise the awareness and importance of memory management in our development work. We were more careful and attentive to memory leaks issue, allowing us to keep to our aim of producing a stable and working application.


Project Challenges