When we did the original King of Dragon Pass, internal builds had some arcane keystroke that brought up an ugly dialog that let you type a scene number, or click one of dozens of buttons to set state or trigger raids. This was invaluable both for developers and for testers — who wants to play until you run out of cows, just to make sure the game handles that right?
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjv0aZd4pupHv9LC4jsfjfKlvnmVJGYqIO7hYrY73MAd3dZTEvHsvLO24IkIFkLfMCWIGhhDHp8xd3_pYi7SgTy38nTsyRDmnH2VwidzFKL9lDDDA60Pi-5TMcsLCp1j4NqReOSahRvYSXe/s320/Screenshot+2010.08.19+21.16.15.png) |
Causing a Scene |
The game is far enough along that this would be useful. Instead of an arcane keystroke, it’s invoked by an arcane gesture.
The new version is actually a little easier to use, because it shows the scene name.
Once we have external testers, I want to add another feature which will also be much easier thanks to ten years of operating system progress: the ability to email the debug logs to accompany bug reports.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdLZ9w86QJrkd7Tslv-3BA0qZ4309S0OWFEYkZ0JyRNoC7mmKY725I4W9J58HvB2SEJNP2r0ci6ALddggt47ywEOPq4JVbSN4Dep52WMt66Is4lRDO6rUmbM64CFiKJs3GIH2H4Ond6fqh/s320/Screenshot+2010.08.19+21.16.42.png) |
Wreaking Chaos |
This has already been invaluable in testing the interactivity code mentioned in
the last post.
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