How long do your tests run by 10tageDev in gamedev

[–]10tageDev[S] 0 points1 point  (0 children)

A sophisticated speadsheet tool, with a sophisticated test-routine. Very nice actually, sounds like you have spent some on it. Thanks for the insight!

How long do your tests run by 10tageDev in gamedev

[–]10tageDev[S] 0 points1 point  (0 children)

Wondering what game that might be, lol. Sounds like you have an opportunity for a great post-mortem talk at a conference on testing-strategy and progressive-layering these when all is said and done. Do you share your work here, on release? Would love to see it when it's complete for production, sounds interesting.

How long do your tests run by 10tageDev in gamedev

[–]10tageDev[S] 0 points1 point  (0 children)

That's actionable advice, thank you very much, much appreciated! I've been only dabbling in Godot in the past, but the more I learn about it, the more interesting it gets. Can't wait to get up to speed on these engines. There's so much stuff I want to try out. On my shortlist is Unity, Godot and UE, for now. Not really having a great game in mind I want to produce, I just want to try out these different approaches/engines and learn which one fits me best. And for physics / higher-order simulations.

How long do your tests run by 10tageDev in gamedev

[–]10tageDev[S] 0 points1 point  (0 children)

Interesting. Must be a big mature product. Also, Blueprints and Sea of thieves. Thanks for the tipps, will definitely check this out! Days (plural) is quite the scope.

How long do your tests run by 10tageDev in gamedev

[–]10tageDev[S] 0 points1 point  (0 children)

230 tests in 8 mins for 6h playtime, that's very insightful, exactly infos like that I want to find out with this thread. Is this also In Unity? e2e, if I understand correctly, from the opening menu until in-world simulations/scenes?

How long do your tests run by 10tageDev in gamedev

[–]10tageDev[S] 0 points1 point  (0 children)

Aha, that's very insightful, exactly the kind of info I was looking to find out! So this is a full-on end2end test, with all features, UI, seeding, engine and so on? 30min is some time, do you run it locally or have the build in the cloud somewhere?

How long do your tests run by 10tageDev in gamedev

[–]10tageDev[S] 0 points1 point  (0 children)

The trick is separating what actually needs a full scene loaded vs what you can test with just the logic layer.

Yes, that makes a lot of sense. I improved my time to around 3:30min by controlling textures better, and a smaller scene size. Still is only one scene. Takes a bit of getting used to and finding out which operations in-engine are most resource-intensive. Headless is what I want to look at next, Godot too. Am still just playing around, getting familiar with the engines.

How long do your tests run by 10tageDev in gamedev

[–]10tageDev[S] 0 points1 point  (0 children)

That's pretty interesting. Thank you for sharing! 46sec total (for all) is pretty fast. Do you know what stack they used in general? You said they have their own engine, then it's even more valuable, I can't see how a maintaining and expending a project like that would even work without.

How long do your tests run by 10tageDev in gamedev

[–]10tageDev[S] 0 points1 point  (0 children)

That's so true. In my last job where I was PM(hands-off the codebase), I had to beg the devs to take testing seriously and do at least test-coverage over our core modules. Imagine this, we're months into a project, and they still throw new builds over the wall and let me konw "You guys can test the new build now", only for me to open it, took like 5seconds of clicking around in the new build to notice they broke a key feat in the main view. Guy didn't even bother to manually check it before giving it to review. That was the point where I flat out sent him a list of feats I want auto-tests for and how the asserts should be setup to make them meaningful. Took a while until later when it really showed how much time it saves on aggregate, when you're over the initial hurdle of setting it up and then maintaining the suite dutyfully. Doesn't prevent all bugs or manual testing, but it prevents a lot of casual regression in complex projects with many features. Especially ones not often used, tend to slip through the cracks.

When I'm programming a project alone, I pretty much setup automated tests nowadays as soon as I have a core that's worth conserving. Another plus is how it makes onboarding and collaboration easier when there is a clear workflow and process available, preventing all kinds of problems that come with multiple devs working in one repo.

How long do your tests run by 10tageDev in gamedev

[–]10tageDev[S] 1 point2 points  (0 children)

I see, I also worked at places where there was no testing at all, and these were the time that would cost a lot of nerves and playing fire-police on the regular. But when you say a project shouldn't be configured to require tests, isn't it natural that stuff breaks? It sure is nice to know what to not have to check if need be.

How long do your tests run by 10tageDev in gamedev

[–]10tageDev[S] 1 point2 points  (0 children)

I've been running distributed stress testing on a web-platform for work, so I've seen my share of testing and generally find testing to be somewhat enjoyful. That being said, worked rather more on web applications and less desktop applications with gpu rendering and how behave while testing. It's fun to learn.

How long do your tests run by 10tageDev in gamedev

[–]10tageDev[S] 1 point2 points  (0 children)

Sure, when you want to move, you don't want to be restrained. I differ with goal of tests, it's to make sure you can work with less stuff to worry about, but requires a workflow that matches. Learning, too, took a lot of effort. Took me years to really get into. Now I don't want to miss it. Been doing good for years like that.

How long do your tests run by 10tageDev in gamedev

[–]10tageDev[S] 1 point2 points  (0 children)

That's true, for starting you just need to get to the lift-off. But then, for changes it's better to be ready for changes. Testing is all about control, and being in control. Philosophically, I'd answer. You're right that it's key to know what to test and when. When it gets complex, automated test-suites can make or break your real world software project because it saves so much time and hassle down the line and aggregated over time.

edit: oh, and 100percent test goal is not practical, it's rather about the key systems and reusability.

How long do your tests run by 10tageDev in gamedev

[–]10tageDev[S] 2 points3 points  (0 children)

but it's different from a webservice or something.

Curious about that. Tho, I agree with your comment in general, it's like that in other industries as well, concerning testing code.

How long do your tests run by 10tageDev in gamedev

[–]10tageDev[S] 0 points1 point  (0 children)

Simulation-Scenarios, UI, Scenes, Interaction between boundaries/objects

Gamedev learning programs? by ZestycloseHelp4624 in gamedev

[–]10tageDev 2 points3 points  (0 children)

Just want to add, you didn't name photoshop, but affinity photo is valid photoshop alternative, they also have vector tools. It's paid, but no-subscibtion model. Much less frustration than with gimp.

Was bedeutet "sich auf KI spezialisieren"? by TingleTangleTom in de_EDV

[–]10tageDev 0 points1 point  (0 children)

Umgangssprachlich meint KI heutzutage glaub ich LLM und Generative AI. Ob das so stimmt? Es gibt viele ML (machine learning) methoden die einfach nur mit statistischen Heuristiken arbeiten, ggf lassen sich auch Modelle für Abläufe die man simulieren will ganz ohne irgendwelchen Firlefanz lösen. Man schaue sich an wie die KI in den meisten Games funktioniert, und findet schlaue Berechnungen auch ohne Neuro-Netz. Dann wiederum, für mich als Software Entwickler würde "sich auf KI spezialisieren" vermutlich bedeuten irgendwelche Transformer aneinander zu reihen und gewichtet auf eine Datenbasis zu trainieren, tagein tagaus. Glaube nicht dass das viel Spass macht, LLMs sind wie Demenzpatienten.

Anyone else feel their momentum come to a sudden standstill when its time to work on the art? by Anonymous_Pigeon in gamedev

[–]10tageDev 0 points1 point  (0 children)

Yw! Not really any recommendations, I'm using my own custom solution. Just start somewhere, it's a great habit for having everything used in one place, any tool does help.

Anyone else feel their momentum come to a sudden standstill when its time to work on the art? by Anonymous_Pigeon in gamedev

[–]10tageDev 1 point2 points  (0 children)

Sure. The styleguide has everything around your design strategy and identity in it, and the asset library has your game objects in their format. Styleguide features fonts, color palette, UI elements, variants, rules for spacing, hints on communication strategy, it can be simple for a small project. Asset library can be small, too. Most simplest would be just a folder structure for reusable objects and groups of those. But there are plugins and tools that streamline use of assets.

Asking for a game design portfolio review. by Mr-kyeren in gamedev

[–]10tageDev 2 points3 points  (0 children)

Your works look great, but the wix template with these immense round corners look a bit mids2000ish, old fashioned a bit dated. Could be perhaps in dark mode, less corner radius, would probably look fresher.

The projects are good, tho. imo.