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by corysama
2728 days ago
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Similarly, on a game I worked on we had a “controller monkey” that would spam all possible player actions (move, jump, attack, special powers) rapidly and randomly. We then had the testers record multiple paths exploring through each level. Every few seconds the monkey-controlled player character would be teleported a bit further down the path to ensure progress and coverage. Dozens of people would set the monkey to run all night when they went home for the day. In the morning we would have a dozen fresh crash dumps. |
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Testing, in general, is pretty essential to writing code that does what you want. Test code is just automating what you'd be doing manually and it's a lot faster to have the code do it than for me to do it 10 times. Even if that's printing out a value or showing it in a debugger. Testing frameworks or libraries to fuzz out problems and harden code are quite common. Game dev often has a lot of manual play testers. Most engines and dev consoles have a lot of tools to either just record the screen or save state when problems are seen.
Heck, most "cheat codes" were added to jump around the came to test for bugs. That's technically "test code."