From: Euan M. <xl...@us...> - 2002-09-27 18:51:13
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> Ideally, the way things would work (on any project) is >... a bit of dreamy-starry-hope-filled desires. > > In my project here at work, there are only three of us, who > work within 15' (4.6m) and we don't work this way. Though > we are adopting some of the XP practices finally. Pretty much, there is no 'one-size-fits-all' methodology that covers all projects. But for any particular project, there are appropriate practices, and inappropriate practices. The trick on all projects is to adopt the paractices that are good for this particular project, and eliminate the practices which are bad for this particular project. With Arianne, this particular project - is big - is a game project - includes a game engine sub-project - includes at least one game client sub-project - is ambitious - is manned by volunteers - is suffering from a lack of participation - is suffering from going too long without delivering a playable game - requires multiple developers to progress fast enough Big projects need - a long time-scale - interim deliverables - many developers Multi-developer projects need - clear, communicable goals - clearly defined code interfaces and specs - time spent on communication - time spent on getting, keeping and replacing developers - time spent on system design and code design - time spent on code-testing, and test planning Game projects (as opposed to game-engine projects) need - game designers - graphics artists - sound effects and music - game designers - play-testers Volunteer projects need - enthusiasm - a willingness to help volunteers contribute - systems to help volunteers contribute effectively - guidance and gudelines for new volunteers - friendliness from the existing members of the team And all big complex projects benefit from a 'test-first' approach. Cheers, Euan xl...@us... 'I would live all my life in nonchalance and insouciance, Were it not for making a living, which is rather a nouciance' - Ogden Nash |