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What is best practice for locking in high-quality code in the games industry, and does CIG have the ability to improve on that to prevent regressions from the recent 4.0.2 fixes? If so, where is the best value?asked by AttilaDerHund

TL;DRA tools producer, speaking personally and not for the game teams, hopes to expand automated gameplay testing with the Cloud Test Launcher, but it needs many teams' resources and competes with other tool priorities.

Nobel737-CIG

Hey @AttilaDerHund ,

speaking here from a producer perspective, not as a programmer. I'm working for the Tools team in MCR (we got multiple tools teams), supporting them here on site. So, not involved in the direct game code review/testing etc. (Would be cool if someone of the game teams or QA also would check this post)

In short, I hope to improve the automated gameplay feature testing with tools such as the Cloud Test Launcher (CTL, latest shown ISC May 2022). It brings a large amount of headless clients (the robotic players you talk about) into servers and running commands from the user of the CTL session, this would help us to get more features tested by automated system and free up the resources on QA to do more edge case testing. we do already test a good part automatically but not enough gameplay features imo.
But it requires resources from many teams to make this possible which will delay critical work being done on other fronts. And as well my teams resources are limited and we have hundreds of users expecting other tools being improved (Shown in ISC such as StarWords & DataForge as example, but we got many more), which will further improve the workflows of many devs in the whole company. It is always as well a priority decision what front do you prioritize.

Just my opinion to this.

o7 Nobel out

Spectrum›Ask The Devs·
Published on this date.5 Mar 2025