These facts let's shout out loud. 大乡共出来!
At the beginning of this project, all my direct crews hadn't been credited
any single title of commercial game product. Most of them were so called
rookies. Few of them even were not trained to write code to pass compiler.
专案开始的时候,技术成员都不曾做过商业游戏产品.大多数都是新人,有几个竟然不曾
受过写程式的专业训练。
Before first milestone, the first 3 months, only they were in my team.
Experienced game developers were interviewed and started to join this team
since 3rd month.
经过三个月,第一个里程碑,才开始有游戏产业的老手加入团队。
Before the vary end of this project (80%), all server side experts were NOT
recruited from game industry. Last one server side contract engineer with
background was hired for business console.
到专案完成80%之前,所有的服务器全职成员都不是从游戏产业找来的。最后一位雇用有
游戏产业经验的服务器约聘工程师负责的部分是营运后台。
Three play-tests which faced players, from 6th to 9th month, were smooth
without accident and shutdown. ( The alpha play-test in last quarter had no
serious error from app side, indeed there were issues from platform
distribution, partial players encountered network problem, and we found an
overflow miscalculation. )
第二季到第三季,三次面对真正玩家的试玩,一次灾难也没发生。(第四季的 Alpha 测
试也没有来自应用程式的问题,但确实有平台面发布的困扰以及部分玩家因为网络延迟导
致一些接口流程的不完整执行。)
We were delivering builds and validated them by day basis for the around 90%
working days.
在几乎九成的工作天比例,我们以天为单位交付建置及验证。
We didn't use any framework.
我们从开始就不使用框架。
We didn't define coding style.
我们从未定义写作方式。
We didn't develop editor but used spreadsheet only.
我们从未开发编辑器,而且只使用原始的表单。
We tested manually.
我们从未做自动测试。
Only discipline was that members were encouraged to develop on feature
branches. Those branches were merged, dozen times per day, into trunk with
minimum conflict. (Occasionally, 1 or 2 conflicts were encountered but
resolved no more than one day.)
唯一的规范是成员需要在功能分支上开发,每天有十几二十个分支会整合到主线上。通常
没有冲突,偶尔有一到二个冲突,不重要的冲突在一天之内会重新被整合。(重要的整合
通常是半小时内可以解决冲突)