Submissions by FussenKuh tagged testing

I won't have much time for actual new development today. However, not all progress is measured in new lines of code and fancy new artwork. Sometimes, progress consists of just play-testing your creation.

Today's testing consisted mostly of running through (still almost completely arbitrary) procedurally generated level configurations. In time, the levels will actually be tested with thoughts about tweaking difficulty, fun factor, etc. Today, the testing was concerned with identifying what I've broken while refactoring during yesterday's development. In an ideal world, I'd have boatloads of tests (automated or otherwise), but, when you're doing this as a hobby side-project, stuff like that typically takes a backseat to fun stuff.

Today's tests revealed that many of the basic properties (mass, max velocity, etc.) of my obstacles were lost during the refactoring process. These properties were originally tweaked in the Unity Prefabs of the obstacles. When the prefabs were altered to use my new more generic obstacle properties component I neglected to transfer their property values from their old non-generic components; I simply deleted the values. Oops.

As a result, things fall faster than they should, react differently to collisions than they should and the player has a lot less Boost Power than he should. All of these things have been noted for future tweaking. Perhaps those boatloads of tests I've neglected to create aren't such a bad thing after all...