bdcribbs wrote:
Has any work been done on writing automated tests for DROD code?
Yes, but not enough, and please help us if you have the time.
There is a program called DRODUTIL and you can use it to run demos without the UI. A command something like this:
c:>
DRODUTIL TEST -c19245974432 23
...runs demo#23 and compares the ending state with the original ending state that was saved with the demo as a checksum. If the demo no longer produces the same ending state, there is an error. Actually, this command was temporarily removed in the last version of DRODUTIL, but the code is still available.
Another good area of unit-testing would be importing and exporting. We could inventory an object like a hold or player. Export, delete, and reimport the object. Then check the imported object against the previously made inventory.
The project is organized such that it is easy to link in the game logic and data access functionality into an executable without the game UI. Unit-testing possibilities are endless, and would show rewarding results. The only problem is getting enough time to work on it.
So by all means, if you've got the inclination, let's start up a DRODTEST project and give it to you. I would provide as much help as you need to make it work. Believe me, you'd be my new hero, since I've been wanting an automated testing suite for a long time now.
-Erik
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The Godkiller - Chapter 1 available now on Steam. It's a DROD-like puzzle adventure game.
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