Posted by : Jameson Durall Monday, January 31, 2011

Red Faction Armageddon

So comes the time on every project where bug counts are going down and the need of upcoming projects begins to outweigh the finishing of your own.  We've been rolling off several people over the last month or so and the crew is getting down to a precious few who are focusing mainly on bug fixing.

Mostly what happens at this stage is continual playing of the game to make sure that all the little things that we may have overlooked before are getting taken care of.  It's amazing how much little bugs and issues can make a game feel less polished if they aren't taken care of.

The nice thing with a crew this size is we can find simple fixes that will help the polish level of the game and there's not as many channels to go through before making the call.  Of course, we have to be exceedingly careful at this stage not to do anything that will break what we have.

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One Response so far.

  1. Are games deterministic enough to use an automated testing tool to provide a discrete set of inputs such that the outcome is known and testable?

    Seems like that would enable you to be a bit more aggressive with bug fixes, and simply run your test suite of inputs.

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