Testing, Testing, Testing, 1,2,3…
With each game release I’ve noticed I’ve committed less and less time to writing the ‘fun bits’ and more time spent trying to mitigate complexity and find ways to make as many things as testable as possible. I guess that’s the nature of the beast once you go beyond your average ‘asteroids’ clone. With the recent announcement of SFT getting asynchronous play in the coming months, I’ve been scoping out my dev schedule for what needs to happen to make it reality, and the only issue that I keep circling back to is “how the hell do I make all of this testable/bug free”....