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  • Crossing Ships

    - Alan Abram

  •  The Jelly Belly: Ballistic Beans game was developed for the Wii, PS2 and the DS, and each had its own set amount of memory which we could use, and as you would expect the amounts of memory varied quite a bit.

    A 16 byte memory leak on the Wii or PS2 would not sound like it is a lot and may not get noticed for a very long time, but the DS doesn't have anywhere as near amount of memory and would take a lot less time to make itself known to the user.

    Tracking issues like these over a large project could be pretty tedious, keeping lists on your desk and checking each one and crossing them out. This solution may work when you are working by yourself as the only person who will see the list is more than likely yourself and what is on it is down to you to find and close.

    We used a bug database to monitor issues and to assign priorities to the issues, allowing us to easily work out what should be done and by whom. For example, a bug which would cause the game to crash would be marked down as a "Class A" bug, meaning it would need to be fixed as soon as possible. Another bug which related to the positioning of a game item or similar would be classed as a "Class C" bug, meaning it had been noted and needed fixing, but it wasn't as important to fix as the class A or B bugs.

    One of the cool things with bug databases is the bugs can be assigned to people to fix, for example if there is a bug on the database and two people happen to correct it at the same time, this could become a problem when both people attempt to check in the same fix. One person may have corrected it in a completely different way to the other person which would cause conflicts when trying to submit into the source control system. Assigning bugs to certain people means you can track the workload on people and stop people from correcting the same things as other people.

    Returning to University

    As I prepare to return to university shortly, the experiences I have gained from the placement will have a direct effect onto my final year university work and how I will go about working on my Final Year Project (FYP) and the assignments given.

    The experience which I gained over the course of my placement gave me the knowledge to be able to create "Attack of the Smiley's" on iPhone/iPod Touch from the ground up. In the process I created my own technology base which allows me to use the same base code in another iPhone/iPod Touch which is currently being created. Overall the experience was invaluable.

    Thanks to

    • Adrian Hirst, Weaseltron Entertainment
    • Blue Monkey Studios,
    • Zushi Games,
    • Graeme Laws,
    • Greg Knight


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