i cant help but think that making games for a living would make them less fun to play, thou i agree it was a great read and i look forward to Part 2 (soon please)
Imagine having to repeat the same level 50 times in a row, just to test some AI algorithm. Then fill your report, wait a few days for the code fix and repeat it all over again. Then you discover another bug and have to, once again, retest it. Might be fun for the first few times.
Originally Posted by Djizasse Imagine having to repeat the same level 50 times in a row, just to test some AI algorithm. Then fill your report, wait a few days for the code fix and repeat it all over again. Then you discover another bug and have to, once again, retest it. Might be fun for the first few times.
Originally Posted by badders Joe, you don't happen to know off the top of your head how big the team was for Audiosurf, do you?
One man - Dylan Fitterer. He built it, designed it, marketted it, launched it and, yes, tested it. He probably had help along the way from various people, but he's the man behind it.
One man - Dylan Fitterer. He built it, designed it, marketted it, launched it and, yes, tested it. He probably had help along the way from various people, but he's the man behind it.
im a designer in my spare time and being a lead games designer is something ive always wanted to do and after folling the industry for 16 years you tend to spot certain exploitable traits, my biggest hurdle is getting people to listen as to if im onto a winner.
Great article. Looking forward to the rest of the series.
I mentioned this article on my blog too, in a listing I have made of articles about starting up a game studio.
Originally Posted by Jamie Testing is a soul killer
Feature testing is for computers (Unit tests and test-driven design), if humans need to test algorithms, then there's someone writing bad code. Play testing, on the other hand, is for humans. Humans have to break the game the way a computer can't (yet :P). They also have to tell you if the game was fun or not, and what they liked or didn't like, so in that respect, it should be fun (IMHO).
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ReplyTesting is a soul killer
One man - Dylan Fitterer. He built it, designed it, marketted it, launched it and, yes, tested it. He probably had help along the way from various people, but he's the man behind it.
That's the way to do it!!
But why does the last caption speak about Darwinia and show a pic of DEFCON ?:D
I mentioned this article on my blog too, in a listing I have made of articles about starting up a game studio.
http://ronin.kybernesis.com/index.php/2008/05/08/articles-how-to-start-your-own-game-studio
Feature testing is for computers (Unit tests and test-driven design), if humans need to test algorithms, then there's someone writing bad code. Play testing, on the other hand, is for humans. Humans have to break the game the way a computer can't (yet :P). They also have to tell you if the game was fun or not, and what they liked or didn't like, so in that respect, it should be fun (IMHO).
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