Original Post
I''m now in my fourth year of Computer-engineering Uni here in Holland, and again we''re doing this "project oriented teaching" stuff. This time we have to make a game (4 in a row) that can communicate over the network and have some crazy AI.
Now, in the past few years we''ve done some basic UML and had a course of sofware engineering/management last year, but there were never any clear links between the two.
Personally I''ve always been more of a "hack now and made designs afterwards for the teachers" person, but I want to learn to do this properly as I feel it will speed up my personal projects.
More detailed:
- What UML methods are put in the functional specification? (use cases, and what more? My book is no good in explaining me that)
- What UML methods are put in the technical specification? (Class diagrams, component design, sequence diagram... what more?)
- Are there specific things I should watch out for when software engineering is applied to games?
Also, I''m making a planning template now for my own personal use in future projects. I made a list of deliverables but I feel it''s rather incomplete (mainly due to my lack of knowledge of UML and how to apply it in a project). is this complete?
- Planning
- Requirements
- Functional specification
- Core game play
- User interface (Use cases)
- 2D & 3D art
- Game Flow
- Technical Specification
- System component design
- System functioning (Sequence diagram, State diagram)
- Class diagram
- Implementation
- ???
- Test cases & results
- Manual
I thank you in advance for any information and linkage. I can assure you that it will be used wisely, if not by this project group, then by me personally.