In this paper, we explore the application of Software Product Line (SPL) technology in the video games domain by exploiting differences in various video game platforms to design a variable component-based software product line architecture for a multiplatform video game. Our approach consists of constructing a feature dependency model for describing variability in multiplatform video games. We explored variability in the user interface, input devices, output devices, CPU, as well as other variability in various video game platforms. Then, we designed a variable component-based SPL that is tailored to every video game in the product line. We validated our approach by implementing a SPL of a combat flight-simulator game and by deriving two versions of the game: a Windows desktop version and a Windows Phone version. The derivation process of each version is done by selecting features from the feature dependency model and the corresponding software components and SPL parameters that relate to those features.
['Emad Albassam', 'Hassan Gomaa']
Applying software product lines to multiplatform video games