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5 Following
164 Posts
Project Technical Director, Guild Wars 2 (ArenaNet). Interested in programming languages, game AI, and making life better.
@fry Nice groove! I should also start playing again.

@runevision Makes sense. I can sympathize for sure.

Can you capture metrics from a test session? We learn a lot by looking at key events and statistics, which eases the pressure on recording (and, indeed, manual objective reports in general from testers).

If you are fortunate enough to have in-engine replay tech, that's pure gold as far as data goes.

@runevision If your later content is still somewhat approachable for a novice, set up cheats or savegames that drop testers directly in the late game. That way they don't need multiple sessions.

If, like most games, you have a considerable difficulty ramp, dedicated alpha/beta test groups are the way to go. Much harder to get a large cohort but usually far more dedicated players.

I am severely disappointed that I cannot order open source takeout from a service called GutHub.

The customer is often right.

Sometimes, the customer is missing a vital piece of context which would enable them to be right.

@technomancy I see what you did there.

@Vexzal The trick to engines like Unity is they have accrued many years of situational solutions to various challenges. Often what makes sense in that context will look dramatically different from what makes sense in a fresh design.

My favorite mentality for building things like engines is "know what you need to solve." Emulating other solutions is problematic because you are likely solving slightly differing problems.

In other words, design what you need, not what someone else once needed.

Corollary: not 100% of the storage used by programmers and build machines should be solid state. Testing on platter drives will be important for "minimum spec" compatibility for at least 5 more years. If you always build/test from SSDs, you may become severely IO bound on older drives, and performance differences can be over 100x.
I would love to publish the actual numbers and details someday, but for now, here's a handy tip I learned the fun way from Guild Wars 2: if you use precompiled headers for C or C++, structure them carefully and monitor how much disk IO is spent reading and writing them in an average build. You may be horrified.
@cybik What would you like to see in a C++ user? (I use it heavily but don't post much about it except in replies.)