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by mabster 746 days ago
All the places I've worked for had some balance here, but it would definitely be on the very few tests end.

We would write tests to catch a bug in a low level system, and keep the test after. We had lots of Design by Contract, including Invariants that were enabled in debug mode.

But the reality was that we couldn't test gameplay code very well. That changed so dramatically over the course of a project that if we did test we would just end up commenting tests by the end of a project.

And as an optimisation guy, I would often have to change the "feel" of gameplay code to get performance out of code, which is checked by a Quality Assurance team, because it's subjective. That kind of stuff would make gameplay tests very brittle.

The pace of game Dev was incredibly fast. We were struggling to get all our stuff in, never mind adding any scaffolding that would slow us down.