Architectural hiccups (and you really shouldn't bother with sprint-0)
While design changes can be made as we go, sprint on sprint, the poping up of architectural changes seems insurmountable. It is need not be so.
In this session, we provide a narrative of an online gaming product developed. This is a massively multi-player online game, for casual as well as professional players (with real sustantial money). Such a product needs to grapple with non-functional imperatives well beyond the run of the mill server-side software. As the project progressed new performance and security imperatives materialised.
How the team made adjustments in face of changing non-functional (and some perculiar functional) imperatives is the focus of this talk.
Outline/Structure of the Experience Report
- The background: development situation and description of product (10 min)
- Uncommon business challenges of massively multi-player online game (MMOG) (3 min)
- Description/overview of archeritectural challenges (3 min)
- Changes in architectural imperatives over time (3 min)
- Handling architectural changes (10 min)
- Important tips, what worked and what could have been done better (10 min)
- Q & A
How complicated software development in challenging circumstances is handled sprint on sprint.
A glimpse (with detailed examples) of how to change software design and keep code testable.
Lessons learnt on what could have been done and future directions on and what else could have helped.
How change in architecture may be handled.
Developers, Programmers, managers with technical depth, Architects
schedule Submitted 5 years ago
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