A Glimpse Of The Development Process (1/18/17)

Hey Everyone,

In the past, a lot of players have asked for us to explain the development process, and provide a behind-the-scenes look at what it really takes to address an issue. Well look no further!
I teamed up with our producer, Josh Austin, to find out what kind of steps the development team goes through in order to tackle these challenges head on.

I like behind the curtain stuff. Thanks for posting this, I look forward to more in the future.

I found this the most helpful to understanding some of the most upsetting bugs getting into the live build. As someone that’s used to working on code on his own, and iterating one step at a time, it’s not something I’d expect. I can see though how when you’re working in a team environment, where there’s maybe a number of aspects changing at the same time, that it might make less sense to try to immediately fix things. Like all four wheels on your car are important, but maybe you can’t actually change a flat tire while the car’s still moving.

Neat read. I’m hoping we could get some insight into other areas as well, like how they decide who gets a buff/rework or how much they test when it come 5* level in PvE and PvP. As always more communication is appreciated.

Glad you liked it! Those are definitely some great topics to talk about, and I’ll bring it up in our discussion for the next behind-the-scenes post.

I’m very much liking this Brigby chap. Can we award him a No Prize?

Where are the details on the QA process? How many devices do you run on? Do you run simulated matches? Do you manually test?

How do major issues like all powers that modify costs breaking get through when players hit right away?

A “no prize?” Now there’s a marvel blast from the past…

While this is essentially a great overview of the process, having spent many ( so many..) years of my IT career supporting every part of this process at different times, a word to those who aren’t familiar…
Patience…Above all patience…You have entire groups working together trying to get out a product where time is always a constant pressure…Oftentimes intense pressure to provide a quality product.
Between each of those steps are the individual group deciding on how to proceed without breaking the final product, how to implement, what’s the best idea to use, and then actually doing the work.
Then you have meetings on meetings, between individuals, groups, managers, and shops, all getting on the same plan and going forward.
This is NOT easy. Everyone has a reason to do it their way, and it sometimes delays the process.
So…Having seen this in action, it’s easy to understand the delay in everything, but it’s not ever apparent unless you live it.
Were all here because they came out with a game we have all grown to love…And as much as I’m also chomping at the bit to see what’s next and have it all go smoothe…Reality is what it is.

So many thanks to brigby for keeping his word and making things more transparent. Were with you, man…Even the naysayers (otherwise they wouldn’t be there every day for more Deadpool)

For Brigby:

Brigby! That was a phenomenally interesting post. Thank you so much for lifting the curtain back. Fascinating stuff.

Ctrl-F : beta tester
Ctrl-F : testing

Just as i thought… icon_e_smile.gif

Personally, I’ more interested how plans for the future of MPQ are discussed.

Why are we getting new characters every 2 weeks? What’s the purpose of that?
Who decides whether the current ISO gains are fine or need changes?
Who and how come sup with store prices (ISO especially) and hp costs for different vaults?
What’s the future of PvP & PvE? Or maybe we don’t need any changes?

And most importantly: is it even possible to give players honest answers instead of usuall “we’re working on it, it will be great”?

I appreciate this Brigby. Greater understanding between players and devs creates a better game.

As always Brigby you are appreciated and we all enjoy clear,concise communication. Thank you for all that you do sir.

Thank you very much for this post. But still I cannot see the most important information: what about testing the changes?
What kind of test are you performing? Are there any functional and integration tests? Maybe some automation or regression tests?
Because each patch brings a lot of new bugs and often new features or characters are also bugged and from the players point of view it looks like there are no tests at all :confused:

Thanks, very interesting.

I was wondering: how are priorities in fixing issues set? Are issues reported in the bugs section of this forum always checked? How come something like the champion selling price issue is still lingering (link to topic), despite it being reported over 6 months ago? (Asking because I was affected by it recently, obviously icon_mrgreen.gif
)

This is a fantastic post. We eat this information up and love it!!! Definitely looking forward to reading more posts like this in the future. Thanks again.

Oh so much I could say about this but I’d rather not get lectured again, or accused of attacking the developers, or whatever the uneducated with their pitchforks would do to me.

So I’ll just say this: Great insight into the process! That’s a pretty standard development process. Now you just need to pinpoint the members of your team that can’t handle that workload and replace them with ones that can so that we don’t get broken releases every two weeks.

And for those of you that think this would improve with fewer releases I have news for you. That is highly unlikely. You would probably just get bugged releases fewer times per year.

King Josh!!! :+D