So it occured to me, that even with my little mod, I would like to have some decent QA. My initial thought was to make a custom world to test in, but I ran into the limitations of that, as I am directly modifying content in the existing single-player game.
So, I was thinking of offering up savegames to test against, but I have no idea how reliable/reasonable that would be. Has anyone tried this? Is there anything that needs to be done to make that possible?
Further than that, what other ways are you all planning on QAing your projects? It seems to be that both single-player mods and large projects will need ways to skip around directly to content for testing purposes, and I don't see a solution for that right now.
How are YOU planning to QA your project?
Débuté par
Happysin
, nov. 30 2009 04:08
#1
Posté 30 novembre 2009 - 04:08
#2
Posté 01 décembre 2009 - 12:01
I assume there is some way to use debug scripts with the devconsole. There are a bunch of debug scripts in the toolset editor, but I've not been able to get them to work. Yet. I was actually digging thru the forums looking for info on them when I saw this post.
#3
Posté 01 décembre 2009 - 12:37
I think you need to have the developer console enabled and use the runscript command to use the debug stuff, well it's the way I've done it so far.
Plus there's apparently a way to log stuff as well, but I haven't tried it yet.
Plus there's apparently a way to log stuff as well, but I haven't tried it yet.
#4
Posté 01 décembre 2009 - 01:39
In NWN 2 I made my module pretty much linearly from start to finish. I would complete one area at a time, conversations, scripts, quests, everything. I put the start location whereever I wanted to test and placed a lever next to it. The lever ran a script that set all the relevant plot flags for a character who would be there.
I had to modify that script frequently to make sure it put me in a valid state, but it worked pretty well. Then occasionally I would take a break from building and play from start to finish, making notes of everything that went wrong.
I swore that next time I made a module I would build areas in reverse order so that I didn't have to replay the start of the game so many times during development, but I'm not sure I'll do that after all. That would only work if I had a completed design on paper to start out with.
I had to modify that script frequently to make sure it put me in a valid state, but it worked pretty well. Then occasionally I would take a break from building and play from start to finish, making notes of everything that went wrong.
I swore that next time I made a module I would build areas in reverse order so that I didn't have to replay the start of the game so many times during development, but I'm not sure I'll do that after all. That would only work if I had a completed design on paper to start out with.
#5
Posté 01 décembre 2009 - 04:53
Yah, I've been thinking that if I make a more complex module, I'm gonna have to make it modular, and set temporary events/actions that let me shortcut to certain areas. I was thinking of a set of levers at the beginning of the game, but I'm not sure that's the best way.
I've done QA for games before, but never a heavily scripted RPG, so I'm not sure what QA tools and best practices are already established.
I've done QA for games before, but never a heavily scripted RPG, so I'm not sure what QA tools and best practices are already established.





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