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Re: Game Development Flow [Re: fastlane69] #138726
07/03/07 10:03
07/03/07 10:03
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Hi fastlane,

although my scheme might be interesting, I found better ones in this document:
http://www.courseptr.com/downloads/chapterpreview/06175_GPHChapter1.pdf

BTW, this seems to be an extremely good paper about a producer's set of tasks!

Re: Game Development Flow [Re: fastlane69] #138727
07/03/07 18:48
07/03/07 18:48
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
Senior Expert

Joined: Jul 2000
Posts: 8,973
Bay Area
Quote:

Doug: I've heard a lot of good things about test driven a lot recently. Sounds like a type of "prototype iteration" to me. The key is to define the right test then, right? Good test will lead to good code; bad test will lead to bad code, yes/no?




I'm not sure what you mean by "bad test". If you write a test that expects a bad value (e.g. A test that makes sure the player's health doesn't *reach* 0 even when you want to test that it doesn't go *under* zero) you can catch it later on with more tests (e.g. when check to see that the player can die, you'll notice that you used '>' when you wanted '>=').

But you don't normally write bad tests because most of them are so small (3-4 lines).

Last edited by Doug; 07/03/07 18:51.

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