'This is the third part of the blog series about how Rare is adopting Continuous Delivery for Sea of Thieves.'
Tech Blog: Adopting Continuous Delivery (Part 3) - from the Team at Rare!
Awesome insight into the Cascade/Waterfall development cycle/system actually being used 'as intended'.
That is, if it isn't working, fix it before shipping it to the next step - not, as normally happens, rush it and (hopefully) get the testers to find it before we attempt to fix it.As a hardware dev/analyst, this is music to my ears. Thanks for the insights.
@chosen-predator go check out my life beneath the waves topic and post there or read what I had to say :)
@killingcurse1
Rare have adopted a method of production which means that all the bug fixing is dealt with as they go along, rather than the traditional method of waiting until all features are in at the end of development.
This saves time and ensures a stable build on every release, which they do weekly I believe. It also means that they can follow this cycle post release, adding and working on content well into the future knowing that the things they add work well with existing content.
It's one of the reasons that Sea of Thieves doesn't need to go through the lengthy certification process run by Microsoft - the game is always shippable.
"As a service-based game designed to be updated incrementally throughout development, 'Sea of Thieves' is part of Adaptive Certification Updates, a trust-based program open to all development partners," said Joe Neate, executive producer at Rare. "As such, we work closely with the Microsoft Studios certification team to quickly add new content and features to 'Sea of Thieves' on a continuous basis, while ensuring the quality of the game consistently meets standard certification guidelines."
