We are very close to releasing version 4.1 and I’d like to give you a bit of insight into the changes we have been doing internally for this release. I’ll also give you a bit numbers to chew on.
我们即将发布4.1版,我想为您提供一些洞察力,以了解我们为该版本在内部所做的更改。 我还会给你一些数字以供参考。
问题 (The Problem)
In the previous 2 releases, 4.0 and 3.5, we had a very, very long release cycle. 4.0 work was started in January 2012 for some people and everyone in the department shifted to it in early March. We released it in November, giving us 11 months of coding and grinding without actually giving the world any value in that period.
在前两个版本4.0和3.5中,我们的发布周期非常长。 4.0工作于2012年1月开始,某些人开始使用,该部门的每个人都在3月初转移到了它。 我们在11月发布了它,为我们提供了11个月的编码和磨练,但实际上并没有给世界带来任何价值。
The second part of the problem was the way we were dealing with making features and stabilizing them. Developers would frantically make features ready for “Feature Complete”, at which time QA would dive in and find a bazillion bugs. This then quickly diverged into a war of bugs, where developers would be trenched in bug fixing for months. Literally from July to November, bugs were the primary thing everyone looked at, which turns a release into a death march.
问题的第二部分是我们处理特征和使其稳定的方式。 开发人员会疯狂地为“功能完善”做好准备,而此时质量检查人员会深入研究并发现大量错误。 然后,这很快就变成了一场错误之战,在此期间,开发人员会被困于几个月的错误修复中。 从字面上看,从七月到十一月,错误是每个人都关注的主要内容,这将发布变成了死亡游行。
We wanted to get out of this vicious cycle and at the same time improve the quality of the product.
我们希望摆脱这种恶性循环,同时提高产品质量。
输入短周期 (Enter Short Cycles)
Our solution to the problem was to push our entire cycle down to 2 months. 2 months from the first alpha to the final release. In reality the cycle is longer, since the features are obviously being built before the first alpha, but those 2 months is the rough timeframe we have between releases. There’s a whole range of consequences of this approach:
我们解决该问题的方法是将整个周期缩短到2个月。 从第一个alpha版本到最终版本的2个月。 实际上,周期更长,因为功能显然是在第一个Alpha之前构建的,但是那两个月是我们在两次发布之间的大致时间表。 这种方法有很多后果:
Another benefit we reaped from this is that QA are now having their hands on features ahead of the alpha release. Previously we simply weren’t staffed for it, but this has changed and we are now having time to weed out the worst bugs before the alpha crew gets them. Our internal demands for getting stuff into trunk is simply higher than previously.
我们从中获得的另一个好处是QA现在可以在alpha版本发布之前使用其功能。 以前我们根本没有人员配备,但是情况已经改变了,现在我们有时间在Alpha小组获得之前,清除最严重的错误。 我们将东西放进后备箱的内部需求比以前更高。
号码 (Numbers)
First I’d like to show you a “burnup” chart of the effort on 4.1. As you see the work started a long time ago and the bug fixing naturally takes off for real when we start the alpha cycle and slows down when we reach release candidates and raise the bar massively for what can enter. About 330 bugs have been fixed during 4.1
首先,我想向您展示4.1方面的“累进”图表。 正如您所看到的,这项工作是很久以前开始的,当我们开始alpha周期时,错误修复自然就会真正发生,而当我们到达候选版本并为所能输入的内容大幅度提高标准时,错误修复就会放慢。 4.1期间已修复约330个错误
![Burnup 4.1](https://i-blog.csdnimg.cn/blog_migrate/b4715d6394fc7e68a45bf5a6094b5d49.png)
A lot of our test coverage comes from our fabulous community and we take them very seriously. As you see in the below chart, we have handled 97% of all reported incidents, this number will be 100 very soon. We have recieved 231 incidents in total, converted 181 to be reproducible bugs and 69.4% of those are either still active or have been resolved as fixed. As a bonus info I can say that our communities account for 36% of all the active/fixed bugs found in 4.1, thank you very much for that!
我们的测试范围很大一部分来自神话般的社区,我们非常重视它们。 如下表所示,我们已经处理了97%的举报事件,很快这个数字将达到100。 我们总共接收了231个事件,将181个事件转换为可重现的错误,其中69.4%仍处于活动状态或已得到固定解决。 作为奖励信息,我可以说我们的社区占4.1中发现的所有活动/已修复的错误的36%,非常感谢!
![IncomingIncidents41](https://i-blog.csdnimg.cn/blog_migrate/8e0e11f7b53a36ec4012fec6137156f5.png)
Enter the burnup for 4.2. This cycle is more representative of how it will go in the future, since 4.1 was our very first and lots of changes had to happen.
输入4.2的燃耗。 这个周期更能代表将来的发展趋势,因为4.1是我们的第一个,许多变化都必须发生。
![Burnup42](https://i-blog.csdnimg.cn/blog_migrate/bd0fd9c0d7949c9e3637add85c4f6bd0.png)
It’s interesting to notice that we released 4.2 alpha 1 a few days ago and we already have 200(!) bugs fixed in this release. Before even getting the first user on it, we have shaved a massive pile of technical debt away. This is exactly what we wanted to achieve!
有趣的是,几天前我们发布了4.2 alpha 1,并且此版本中已经修复了200(!)个错误。 在甚至没有第一个用户使用它之前,我们就消除了一大堆技术债务。 这正是我们想要实现的目标!
还有更多… (More to come…)
As you can tell from the above, we’re full speed ahead on version 4.2, which will include more good features for everyone and the astute reader will probably figure out that we are also having lots going on already for 4.3 and 4.4. This is going to be an exciting year. My personal goal is that we deliver the highest quality game engine you will find on the market and the quest for that continues ever onwards.
从上面的内容可以看出,我们在4.2版上已经全速前进,它将为所有人提供更多的好功能,而精明的读者可能会发现我们在4.3和4.4上也有很多新功能。 今年将是令人兴奋的一年。 我个人的目标是,我们提供市场上可以找到的最优质的游戏引擎,并且对它的追求一直持续下去。
翻译自: https://blogs.unity3d.com/2013/03/08/short-cycle-development/