Rune Mages – Play-testing
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During the last week of the production we had cut out eight out of fifteen spells from the game which ment that a lot of the work I had done wasn’t going to be in the game. The time constraints finally caught up to us and we needed to start fixing bugs and not implement more features. During the final week I was almost exclusively play-testing our game to find bugs and other unwanted behavior. If there was a wanted change to one the spell-effects I would fix them but there was never any major changes needed. Together with one of the other graphical artists in our team, I played through the level we had created and reported back to the programmers when we discovered a bug or something that needed to be changed. Before this week there hadn’t been a lot play-testing which ment that we found a large number of unwanted behavior. As a graphical artist how haven’t done any programming there wasn’t anything I could do to fix these bugs and I had to rely on our programmers to figure out what was causing the bugs. I knew that they had a lot to do and it felt really weird and a bit lousy to hand them even more work but some of these bug made the game unplayable and had to be fixed as soon as possible. We stuck around and tried to help our programmers the best we could but as I said earlier we had no programming experience to ease of the pressure for them. Our main issue was that the game could “hard-crash” at certain moments and we had to find out why and what caused it. This was particularly tricky since Unity couldn’t give us any feedback when it “hard-crashed”. We therefore had to make a build of the game and get the crash report in a text-file when the built game crashed. We also had some “soft-crashes” which means that everything is still running but you can’t do anything in the game since it haven’t gone through it’s own checklist properly. The programmers managed to make a temporary fix for these problems later which made the game skip to the next item on it’s checklist manually.
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