DO YOU PRETTY MUCH TEST AS YOU GO OR AFTER A BUILD UP OF DEVELOPMENT?

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InfectionFiles
the world ends in whatever my makerscore currently is
4622
So, normally I do a bunch of work in VX Ace and then go through test it all and write down notes. Messing with XP or rm2k3 I find myself checking my work as I go after scenes or battles. Is this just me? What method do you prefer or do you have a different style?

Having testers help of course but I'm interested in seeing how others go about testing their games!
Ratty524
The 524 is for 524 Stone Crabs
12986
I kind of alternate between the two, depending on the complexity of whatever I implement.

Recently, I've been finding myself during short tests just to see a single bit of an event works, then adding more to those same events, and repeating the process. It's a nice way of just making extra-sure that your systems are bug-free.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Test as I go, as often as possible. I throw in a few move events or a text pause or a sound effect or something into a cutscene and I watch that over and over again to make sure it's in the exact spot that I want it to be.
I generally test once I have an entire dungeon's worth of content worth testing, including events, treasures, and monsters. Then I spend forever updating/fixing that, then move onto the next dungeon, and so on and so forth. That way I can adjust things right there and then and move on with my life.

I have on occasions gone ahead and done things like map things out and set up events, but not ACTUALLY test those maps out since there's no monsters or treasures there, and that's kinda important to testing for me. ^^;
InfectionFiles
the world ends in whatever my makerscore currently is
4622
@Ratty & Corf- Yeah, I like repeatingly testing a scene or what have you. Especially the older engines. They can be fickle butches and it takes a lot of good timing.

@Xeno- Thats what I do in VX Ace usually. Do a lot then test because I find that most of the time it's spot on without too much editing. Cutscenes I always run through a few times for spelling errors.
Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
I probably spend as much time testing as I do developing, and I do it as I go along. I'll add something, test it to see if it works, change it if it doesn't, test again, change it again, etc. Before moving on to the next thing.
Probably I spend much more time testing than developing.....
In scenes I always want to have perfect timings for moveroutes, animations, etc.
In gameplay I always look if my technique is still working as intended etc. etc.
It's time consuming... but more testing is never bad :D
I tend to test as I go, but sometimes I just wing it for a while before testing again.
Marrend
Guardian of the Description Thread
21806
I'm sometimes a test-as-I-go person. The most likely thing that I will want to test as I write it is a sequence that has a lot of move-routes in them. Those can always mess up so bad if you're off by a step!
Adon237
if i had an allowance, i would give it to rmn
1743
I test as I build the game. In this way, I end up testing much more times than I would have if I had only tested after a big burst in development. In my experience it has helped me find problems with not only what I have just developed but in already developed aspects of the game.

The nature of some games requires that you test them as you go, because if you do not it could be rather bad having to fix all of it. With games that are not linear testing them as-you-go allows you to test all of the branches too.

Also, being a perfectionist and not knowing the quality/status of any block of development is excruciatingly annoying.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I probably do more testing than all other parts of development combined. I do a lot of combat testing for fine-tuning the balance and difficulty rather than just to see if it's working. This means making an enemy, testing it, changing its stats and AI, testing it, changing its stats again, testing it with two different party/equipment setups, changing its stats again, testing it with five different party/equipment setups, changing its stats again, testing it with three of those five setups a second time to make sure I got it right. And then later testing the entire dungeon as a whole and tweaking things as I go in the process, and then later testing the entire game as a whole and tweaking things as I go in the process, and then repeating those dungeon and game long tests each time I make a major change.

I think for Born Under the Rain, a four hour long game which I spent a month and a half developing, I probably spent about sixty to seventy hours test-playing it. For Vindication, a thirty hour long game which I spent years developing, I'm sure I've done well over a thousand hours of testing, maybe even more than two thousand hours.
I test constantly as I go, and I'd probably get a lot more done if I didn't test as much as I do.
Test as I go. I have a dedicated testing save file combined with Yanfly's Debug Extension script that I use to warp around the world and test the exact feature that was just added.

I'll also test in bulk every so often and play the game from start to finish, but this has become increasingly a problem as the game length grows.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
I think 'test as you go is definitely the winner and probably the best way to go about it.
I think if you know something isnt complex then you can get away with it but anything with move routes or extended dialogue always needs a tons of run throughs.

Also Ramshackin brings up a good point, I usually like to test start to finish and write down a bunch of notes and then fix or look into those things one by one.
I pretty much set myself a period of time to test and another period of time to develop/translate, so yeah, either test as I go or the testing stage will be slightly behind the development/translation stage.
Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9300
i test everything
all the time
every five minutes
if i turn around for a second everything gets ruined. specially when coding from scratch
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If there's a point where you're not testing, you should test at that point.

Even if it's not actually playable because there's a lot of stuff you haven't made yet, you should still test with dummy characters or dummy maps or dummy equipment or dummy animations or dummy encounters or even a dummy battle system.
pianotm
The TM is for Totally Magical.
32388
LockeZ
If there's a point where you're not testing, you should test at that point.

Even if it's not actually playable because there's a lot of stuff you haven't made yet, you should still test with dummy characters or dummy maps or dummy equipment or dummy animations or dummy encounters or even a dummy battle system.


Isn't there already a dummy on the keyboard and mouse?
When coding from scratch, it can be important to test often; if you find a mistake, it will help to have the knowledge of how you coded the mistake-area fresh in your mind.
I test so incredibly often, it's not funny. Even if I just fix a typo I test the whole conversation again. I keep a lot of non-cheated saves so I can jump into any point of the game with a variety of previous choices, so I can test balance at the same time too.

When I'm done I run a full test starting from scratch.

Sometimes I test and replay so often that I get tired of my own game. So there's that risk.
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