Game Development Reference
In-Depth Information
Defect Tracking
Standards must also be in place for how issues are handled when they appear in
tests. This section should outline where issues and defects are tracked and regis-
tered, and how to handle them. Certain defects and issues are more important
than others, and should generally be handled in terms of priority and influence on
the stability and functionality of the tool. Be sure to describe how to prioritize cer-
tain issues and handle them accordingly. Also specify where defects and issues are
stored, such as Rational ClearQuest or TestTrack Pro, for example.
Life Cycle
The Life Cycle section of the software development plan outlines how the software
will be developed, and describes the software development methodology that will
be used: Rational Unified Process (RUP), SCRUM, and the Waterfall approach, for
This section could potentially list the milestones and deadlines for the project if
they are known, but typically the specific project dates reside in a project schedule,
a topic outside the scope of this topic.
There is a detailed overview of the software development life cycle (SDLC) in
Chapter 5, “Development Phases of a Tool.”
The approach covered in Chapter 5 is the Waterfall approach, though there are
many different methodologies that are in use in the industry.
Development Environment
The Development Environment section of the software development plan outlines
the development environment and resources necessary to design and build the tool.
First, describe the hardware specifications of the development computer(s). Also
describe what operating system(s) will be installed on the computer(s). If multiple
operating systems will be installed for testing, describe whether or not they will all
be accessed using a dual boot loader or a virtual operating system manager. Also
specify what networking requirements are needed, such as Internet access or per-
mission to access specific local domains.
Second, you should outline the software that will be needed, such as compilers,
debuggers, IDEs, frameworks, and libraries.
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