Tag: Testing

  • Weekly Update – September 30, 2022

    This week’s activities were all over the map. New Abilities Kill Touch and Charm Animals. Kill Touch instantly kills an adjacent target. I need to put some limits on this, such as resistance for stronger enemies. Charm Animals charms all animals in a 5×5 square Warding Glyph. Places a glyph on the ground, visible only…

  • Weekly Update – August 12, 2022

    Adding a new ability to summon a swarm of giant rats nearly derailed my plans for this week (and potentially the next few months) when I tried out the ability and, to my surprise, the rats started attacking each other. I realized that there was no way of indicating that the rats were both allies…

  • Weekly Update – July 22, 2022

    Over the course of the week dev time shrunk as my work days got longer. Great progress was made on automated testing, and it’s already helping to find bugs. The biggest benefit I’ve gotten from automated testing has been with “whack-a-mole” issues, where I fix a bug in one spot and create a new bug…

  • Weekly Update – July 8, 2022

    The two days I had off from work this week doubled my available dev time. Note those weren’t full days; they were just two extra 3-4 hour blocks of time similar to weekend work. A wide assortment of to-do’s got done, including minor tweaks and enhancements, bug fixes, refactoring, and some miscellaneous items. The general…

  • Weekly Update – July 9, 2021

    Feeling a bit overwhelmed this week… I had to do some major rework (again) instead of working on new features. I find myself battling with Unity again, specifically where to put things – prefabs, components/MonoBehaviours, ScriptableObjects, plain vanilla classes. When I first started using Unity a couple of years ago, I tended to write code…