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Unread 30-07-2012, 23:23
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Re: Design Process: 2012 Shooters

Quote:
Originally Posted by JVN View Post
Originally posted here:

Which brings us to my question:
What details can you provide about the design process for your shooter subsystem?


Obviously I'm interested more in the successful systems, but welcome any responses.
So let's hear it!
I just wanted to put in a process that I believe in as I live and breath it for many cycles (both personally and professionally) here:
http://en.wikipedia.org/wiki/Spiral_model

This is how it is for us in software... there is no reset button... it's ongoing and a bit scary actually to the parallel idea behind the original movie Tron "Everything you do or learn will be imprinted on this disk"... the code base is always present, maintained, modified in a never ending cycle. Good code goes through to be tested and used and if robust enough it never dies!

(As proof of concept, there is code written in 1998 that is still used professionally to this day... and that code is still not perfect as it still has bugs in it and still gets maintained).
 


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