King of Dragon Pass just hit a pretty important milestone. I just sent out a release candidate to our testers.
Different studios define “release candidate” differently, but in general it’s a build that you wouldn’t be ashamed to ship. There may still be bugs, but they are rare or minor enough not to be a problem for the vast majority of players. Typically you just fixed a bunch of bugs, so you need additional testing to make sure the fixes haven’t introduced new bugs. It’s common for a game to have multiple release candidates.
Also, this is the first release build we’ve distributed — there are no more debugging aids (like the incredibly handy log file). This alone might introduce subtle bugs.
The point is, this still doesn’t give us a release date.
Once we’re satisfied that the game really is in good shape, we’ll submit it to Apple for approval. That can take an unpredictable amount of time, but they actually seem to have really caught up, and the odds are as good as I’ve ever seen them.
Of course, this doesn’t mean we’re done. There’s still testing to do, and we need to work on the marketing. And there’s some stuff I’d like to add in an update.
19 August 2011
01 August 2011
September
The question on everybody’s mind (including ours!) is, when will the game be out? The obvious answer is: when it’s ready. So when’s that?
Ideally software would never ship with bugs. Or at least with no known bugs. But that’s pretty much impossible. Some bugs maybe very hard to reproduce. Others may have very low impact. Sometimes it’s not every completely clear if certain behavior is a bug or not.
King of Dragon Pass has followed a conventional software development model: implement the features, go through a period of stabilization during which no features are added, test internally and externally.
Some of our testers have thought the game is ready for some time. However, I get to see all the bugs (typically a beta tester will report a handful). They’ve run the gamut, from crashes that could affect everyone, problems on certain devices or iOS versions, bugs in new scenes, the wrong sound effect for a dialog, memory leaks, etc. One category of bug has surprised me a little: the number of bugs and typos in the original scenes. Those have been there since the 1999 release! Some were introduced just before that release, which explains why our QA department didn’t catch them. And, it’s a really big game, with a lot of content, and a lot of randomization. If things don’t happen in just the right order, you may not get the bug.
Anyway, we’ve been getting bug reports and fixing them. This time around we don’t have one or two full time QA people, so the stabilization period is perhaps a bit longer. On the other hand, two thirds of the game has survived the test of time — we may be finding bugs in it, but they didn’t get seriously in people’s way so far. And the new code is working pretty well, without major bugs in a couple weeks. And some of the important code paths have recently been tested (e.g. I just won a long game as Queen of Dragon Pass).
So the plan is to send out two more beta releases. In addition to the testers who’ve helped so far, we’d add another batch of new testers. The second would be a release build (without the useful tools that allow easy reporting and identifying of bugs, but matching what we’d ship). If all goes well, we’d then submit to the App Store.
So what could go wrong? Obviously it would be someone finding a serious bug. Especially if it’s in a release build with no handy debug information. Or play balance is off, and more tuning needed. Either way, the release clock would be reset.
App Store approval is a big wildcard — Apple has occasionally rejected (or worse, not reviewed) apps for what appear to be capricious reasons. However, currently 94% of apps get approved within 7 days. And we’ve certainly tried to play by the rules.
iOS 5 is another wildcard. We’ve been testing with it a prerelease version. A new version might introduce new incompatibilities.
Once the app is approved, we don’t plan on releasing it immediately. As a small development house, we don’t have extensive marketing plans, but we do want a little time to make as big a splash as we can.
So what does that all mean? I think it’s safe to say that we plan on releasing the game in September. If all goes well, as early as the second week. (Likely something will go wrong, but we can slip three weeks and still be September.)
We’ll certainly be letting you know more as the actual date approaches.
And now, to investigate the bug report that came in while I was writing this…
Ideally software would never ship with bugs. Or at least with no known bugs. But that’s pretty much impossible. Some bugs maybe very hard to reproduce. Others may have very low impact. Sometimes it’s not every completely clear if certain behavior is a bug or not.
King of Dragon Pass has followed a conventional software development model: implement the features, go through a period of stabilization during which no features are added, test internally and externally.
Some of our testers have thought the game is ready for some time. However, I get to see all the bugs (typically a beta tester will report a handful). They’ve run the gamut, from crashes that could affect everyone, problems on certain devices or iOS versions, bugs in new scenes, the wrong sound effect for a dialog, memory leaks, etc. One category of bug has surprised me a little: the number of bugs and typos in the original scenes. Those have been there since the 1999 release! Some were introduced just before that release, which explains why our QA department didn’t catch them. And, it’s a really big game, with a lot of content, and a lot of randomization. If things don’t happen in just the right order, you may not get the bug.
Anyway, we’ve been getting bug reports and fixing them. This time around we don’t have one or two full time QA people, so the stabilization period is perhaps a bit longer. On the other hand, two thirds of the game has survived the test of time — we may be finding bugs in it, but they didn’t get seriously in people’s way so far. And the new code is working pretty well, without major bugs in a couple weeks. And some of the important code paths have recently been tested (e.g. I just won a long game as Queen of Dragon Pass).
So the plan is to send out two more beta releases. In addition to the testers who’ve helped so far, we’d add another batch of new testers. The second would be a release build (without the useful tools that allow easy reporting and identifying of bugs, but matching what we’d ship). If all goes well, we’d then submit to the App Store.
So what could go wrong? Obviously it would be someone finding a serious bug. Especially if it’s in a release build with no handy debug information. Or play balance is off, and more tuning needed. Either way, the release clock would be reset.
App Store approval is a big wildcard — Apple has occasionally rejected (or worse, not reviewed) apps for what appear to be capricious reasons. However, currently 94% of apps get approved within 7 days. And we’ve certainly tried to play by the rules.
iOS 5 is another wildcard. We’ve been testing with it a prerelease version. A new version might introduce new incompatibilities.
Once the app is approved, we don’t plan on releasing it immediately. As a small development house, we don’t have extensive marketing plans, but we do want a little time to make as big a splash as we can.
So what does that all mean? I think it’s safe to say that we plan on releasing the game in September. If all goes well, as early as the second week. (Likely something will go wrong, but we can slip three weeks and still be September.)
We’ll certainly be letting you know more as the actual date approaches.
And now, to investigate the bug report that came in while I was writing this…
07 July 2011
More Testing
I’ve been thinking about what it will take to get KoDP to the App Store. Right now, the game seems to be working pretty well. And I think the UI has gotten a lot more polished thanks to feedback from our testers.
But the end game is not extensively tested. So I think I may need a new breed of tester. Unlike the previous crop, this probably would be someone who has played before, because I’d like someone to win the long game.
But the end game is not extensively tested. So I think I may need a new breed of tester. Unlike the previous crop, this probably would be someone who has played before, because I’d like someone to win the long game.
In addition, the prospective tester
- Has an iPhone, iPod touch, or iPad capable of running iOS 4.1 or higher.
- Is willing to use prerelease software. The game may crash, be impossible to win, or have other bugs. Saved games may not be loadable by future builds.
- Is good about noticing things that seem odd, and then reporting them.
- Reports them to us! The game isn’t under NDA, but there’s not much value in blog posts that an unreleased game has bugs.
- Has access to WiFi (you’ll download the game on your device, and it’s about 99 MB).
- Volunteers. Apple also restricts promo codes, and reviewers and other marketing needs will come first.
If you’re interested, send an e-mail to bugz |at| a-sharp.com. Please include the type of device you have and its UDID.
To get your device ID:
- Launch iTunes on your computer
- Connect the device
- Click the device in the DEVICES list on the left
- Click the Serial Number (to show UDID)
- Select Edit > Copy (to get the UDID on the clipboard)
Thanks for your help!
04 July 2011
KoDP Update
For various reasons (including illness), it’s been some time since the last post. Sorry about that.
King of Dragon Pass is now a lot closer to being complete. In fact, yesterday I went through the manual again, and was able to remove the “first draft” warning. (The manual wasn’t really a true first draft, since it was adapted from the original game’s manual. But some elements of the game have changed, and some are new. So the manual needed to be treated as a new project.)
One way I can tell it’s closer: it’s possible to win the long game. (Doing so revealed some bugs, which are now fixed.) I’m in the process of trying to win a second time, though my clan leaders don’t seem to have great heroquesting skills this time around…
Anyway, other than “Test,” the to-do list is basically empty. Which is a good thing, since a number of recent bugs were introduced while making other changes.
Testing is going to determine the release date (just as it did in 1999 — we slipped our original date slightly so that QA would have more confidence in the build). This time around, it’s mostly our volunteer testers, who have been finding a number of issues.
So while I don’t have a date, code-wise (if not bug-wise) the game is ready to go. So let me go back to trying to find bugs, and I’ll be able to give more details…
King of Dragon Pass is now a lot closer to being complete. In fact, yesterday I went through the manual again, and was able to remove the “first draft” warning. (The manual wasn’t really a true first draft, since it was adapted from the original game’s manual. But some elements of the game have changed, and some are new. So the manual needed to be treated as a new project.)
One way I can tell it’s closer: it’s possible to win the long game. (Doing so revealed some bugs, which are now fixed.) I’m in the process of trying to win a second time, though my clan leaders don’t seem to have great heroquesting skills this time around…
Anyway, other than “Test,” the to-do list is basically empty. Which is a good thing, since a number of recent bugs were introduced while making other changes.
Testing is going to determine the release date (just as it did in 1999 — we slipped our original date slightly so that QA would have more confidence in the build). This time around, it’s mostly our volunteer testers, who have been finding a number of issues.
So while I don’t have a date, code-wise (if not bug-wise) the game is ready to go. So let me go back to trying to find bugs, and I’ll be able to give more details…
08 May 2011
Manual
The game manual is basically the last development task before the game is truly feature complete. And I’ve finally begun converting it from the original PageMaker files to HTML with CSS.
The original was 60 pages, which is a lot to read on an iPhone. We’ll either make the same HTML available on our site, or more likely convert the multiple pages to a single PDF. (I’m not sure of the best tool to do that with.)
As usual with early screen shots, I need to caution that things may still change.
Once the manual is complete, we’ll send the game out to a new crop of testers. (We got about three times what we needed for the first round, so we have a pretty good-sized pool of potential testers now.)
The original was 60 pages, which is a lot to read on an iPhone. We’ll either make the same HTML available on our site, or more likely convert the multiple pages to a single PDF. (I’m not sure of the best tool to do that with.)
As usual with early screen shots, I need to caution that things may still change.
Once the manual is complete, we’ll send the game out to a new crop of testers. (We got about three times what we needed for the first round, so we have a pretty good-sized pool of potential testers now.)
24 April 2011
Feature Complete
I keep looking at the To Do list, and it looks like all features will be implemented very soon (perhaps even today), with the exception of the manual. There are tasks that need to be done before release (such as update the FAQ to reflect the new version), and bugs that should be addressed, but it looks like everything I currently plan to do is done.
Of course, I could be overlooking something. And that’s why I’d like to accept a small number of testers. (It needs to be small in part because Apple restricts development to 100 devices.) The ideal tester:
Of course, I could be overlooking something. And that’s why I’d like to accept a small number of testers. (It needs to be small in part because Apple restricts development to 100 devices.) The ideal tester:
- Has not played before (OK, that probably leaves out most readers).
- Has an iPhone, iPod touch, or iPad capable of running iOS 4.1 or higher.
- Is willing to use prerelease software. The game may crash, be impossible to win, or have other bugs. Saved games may not be loadable by future test builds.
- Is good about noticing things that seem odd, and then reporting them.
- Reports them to us! The game isn’t under NDA, but there’s not much value in blog posts that an unreleased game has bugs.
- Has access to WiFi (you’ll download the game on your device, and it’s about 62 MB with overly compressed artwork).
- Volunteers. Apple also restricts promo codes, and reviewers and other marketing needs will come first.
To get your device ID:
- Launch iTunes on your computer
- Connect the device
- Click the device in the DEVICES list on the left
- Click the Serial Number (to show UDID)
- Select Edit > Copy (to get the UDID on the clipboard)
Thanks for your help!
03 April 2011
Status Update
It’s been about a month since I discussed the state of the project. It’s getting much closer to feature complete.
We’ve recently added a bunch of new interactive scenes, 24 in all. These are all coded and tested to a reasonable level (I doubt I’m as thorough as Rob Heinsoo and Brian Campbell were). We’ve got vague ideas for more, but nothing in the pipeline at the moment.
One of the new scenes involved a new treasure, and I figured if I was going to the working of adding one, I might as well add seven. While they can all show up, they don’t all have effects yet.
There are currently 45 different achievements (I may delete one); 41 are implemented.
We continue to improve advice and fix bugs.
With the iOS sandbox, we can’t just ask testers to send me their saved game. So I added some testing infrastructure to do this. It’s really simple with iOS, an example of how far operating systems have come in the past 11 years.
I’ve started retuning the game to be easier (or perhaps less frustrating). The basic game design means it should be possible to lose, but hopefully a greater percentage of the losses will be dramatic rather than slow and tedious.
One thing I’m pleased to note: the game seems to work well on a small screen. Sometimes the limited real estate does cause problems, but there don’t seem to be any major issues.
We’ve recently added a bunch of new interactive scenes, 24 in all. These are all coded and tested to a reasonable level (I doubt I’m as thorough as Rob Heinsoo and Brian Campbell were). We’ve got vague ideas for more, but nothing in the pipeline at the moment.
One of the new scenes involved a new treasure, and I figured if I was going to the working of adding one, I might as well add seven. While they can all show up, they don’t all have effects yet.
There are currently 45 different achievements (I may delete one); 41 are implemented.
We continue to improve advice and fix bugs.
With the iOS sandbox, we can’t just ask testers to send me their saved game. So I added some testing infrastructure to do this. It’s really simple with iOS, an example of how far operating systems have come in the past 11 years.
I’ve started retuning the game to be easier (or perhaps less frustrating). The basic game design means it should be possible to lose, but hopefully a greater percentage of the losses will be dramatic rather than slow and tedious.
One thing I’m pleased to note: the game seems to work well on a small screen. Sometimes the limited real estate does cause problems, but there don’t seem to be any major issues.
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