| Reminds me of an article about the testing infrastructure of League and Legends [1] back in 2016. 5500 tests per build in 1 to 2 hours. Games are extremely hard to test. For me it falls into the same category like GUI testing frameworks which imho are extremely annoying and brittle. Except that games are comparable to a user interface consisting of many buttons which you can short and long press and drag around while at the same time other bots are pressing the same buttons, sharing the same state influenced by a physics engine. How do you test such a ball of mud which also constantly changes by devs trying to follow the fun? Yes you can unittest individual, reusable parts. But integration tests, which require large, time sensitive modules, all strapped together and running at the same time? It's mindboggling hard. Moreover if you're in a conceptual phase of development and prototyping and idea, tests make no sense. The requirements change all the time and complex tests hold you back. But the funny thing is, that game development stays in that phase most of the time. And when the game is done, you start a new one with a completely different set of requirements. There are exceptions, like League of Legends. The game left the conceptual phase many years ago and its rules are set in stone. And a game which runs successfully for that long is super rare. [1] https://technology.riotgames.com/news/automated-testing-leag... |
For games like Starcraft 2 with replay functionality, you could probably record/use several matches and test that the behaviour matches the recorded behaviour. If you can make your game have a replay feature you can make use of this, even if you don't ship that replay code.
For things like CYOA type games or decision trees, you could have a logging mechanism that prints out the choices, player stats, hidden stats, etc. and then have a way to run through the decisions, then check the actual log output against the expected output. -- I've done something similar when writing parsers by printing out the parse tree (for AST parser APIs) or the parse events (for reader/SAX parser APIs).
I'm sure there are other techniques for testing other parts of the system. For example, you could test the rendering by saving the render to an image and comparing it against an expected image. IIRC, Firefox does something similar for some systems like the SVG renderer and the HTML paint code.
Various of these features (replay, screenshots) are useful to have in the main game.