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View Code? Open in Web Editor NEWGame of Dev Life - the simulation
Game of Dev Life - the simulation
A developer will commit "at the end of each step."
Implement possibility of committing on an inventory threshold, e.g. "commit when inventory-value reaches 3"
Well basically lifeofdev is a take on "gameoflife" but it is not very easy to say, or very clever :)
This should be improved :)
Technical debt can be set to something that developers are introducing, while adding value to their work item.
Technical debt should somehow make the developers less efficient in finding and fixing bugs, and adding value.
Perhaps a global configuration is what is the modifier for technical debt.
Can we have a project manager inject a strategy to the developers ( ie. focus on minimizing technical debt, feature feature feature ).
Then show how different management strategies can have influence on productivity.
What happens if we add a decay so it becomes more "work" expensive to fix a bug that was made a long time ago
Could lower risk of a change, could increase risk for other developers
This is just to persist this thought.
It could also mean that some time invested in raising the skill of a developer is well spent.
If you have only one developer with one branch, how much value is generally in the master branch, if we change delivery frequency
For each of the questions that we would like to answer we should have a sample that runs it
If we have a remote and we can deploy to production from that. Gather "points" from having value in production. Get penalized for have bugs in production.
What is mean time to recovery?
What happens?
What happens if we change out developers ( perhaps have them ramp up in skill over some steps to show onboarding cost.
Consider chance of merge conflict
We probably want to abstract out things like "how much penality should a bug give".
What does it cost to fix a bug.
What is the decay constant for ease of fixing a bug.
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