Hey #gamedev of mastodon, I have a question for you.
I'm curious about QA regarding games. How does that work?
- Are you doing playtesting?
- Do you write tests for your games?
- If so, what kind of tests (for example, unit tests, integration tests, end-to-end tests)?
- More generally what does QA is doing when it comes to the game industry?
@minitrope Unit tests have very little value in games. I have 3 or 4 bug testers that find and reproduce bugs. They are not playing the game for fun, they are focused on finding bugs, sometimes over and over. I have separate play testing where I bring random people in and watch them play. I'm not looking for bugs, I'm looking for fun (or the lack of it) and place that are confusing.
@grumpygamer Suppose you had tools that supported running unit tests in virtual time, with visual/graphical diff support of expected versus actual output, though? It's possible to imagine (much) better unit testing tools for games, especially since a lot of them have been built for web dev in the last few years.
Smeap is the honk of a flamingo. Smeap was also at least once, a storybook land at the weird intersection of TV ads and the worlds they seem to inhabit. It was a place where wars were fought over sodas, and talking polar bears had very good reasons to guard soda machines. It was a place where rainbow color candies were harvested for electric power. It was a place where a prairie dog might move to big city inhabited mostly by Pink Flamingos to follow her dream to be private investigator, only to get slowly entangled in the seedy underbelly of crime and prohibited soda trading of the Neon Flamingos and their syndicate. Social media at times lately feels like it has become almost entirely seedy underbelly with very little upside. Maybe it needs more storybook worlds.