TDD in GameDev at Pretoria DevUG - 21 June
Hi all. The guys from Entellect are doing a talk on Test-Driven Development in gamedev at the Pretoria DevUG on Wednesday:
https://www.meetup.com/DeveloperUG/events/240207305/?rv=me2&_af=event&_af_eid=240207305&https=on
I think it could be an interesting look at what is quite common in non-gamedev but hasn't infiltrated gamedev as much.
I'm trying to find out if they will repeat the talk in Joburg's DevUG (or if they'd like to give it at MGSA).
https://www.meetup.com/DeveloperUG/events/240207305/?rv=me2&_af=event&_af_eid=240207305&https=on
I think it could be an interesting look at what is quite common in non-gamedev but hasn't infiltrated gamedev as much.
I'm trying to find out if they will repeat the talk in Joburg's DevUG (or if they'd like to give it at MGSA).
Thanked by 1Cyberwiz
Comments
I'm not aware of any good test cases of TDD in games, but I haven't really looked. That's one of the reasons I thought this talk would be interesting to see :)
I think they may be doing the presentation again. If there is interest from MGSA I am sure it will twist their arms to present at the MGSA meetup.
I've tended to think of game jams being like the concept art of game design. You jam for a short period for the purpose of not caring if there's spaghetti code, because knowing it only took you a short period makes it easier for you to discard the jam code, take the experience you intended, and move on with another iteration. And that if you decide to take it further, you'd presumably have a much better idea of what your game's actually about after the jam (or several jams), and are in a position to "do it properly" then.
Not having spaghetti code is a good thing, of course; but I feel like that's something that's quite valuable on a larger, lengthy project, and almost useless in the context of a game jam. I don't think it's worth optimizing for that at the potential expense of short-term creativity, flexibility and speed. And having to write tests up-front feels impossible to me, given that the game evolves as I work on it in game jams, and I sort of just follow where the fun is. You can write tests if you know what functionality you're aiming for; but I don't think you can when your aim is "Make a game about the theme 'Small World'", or "Learn this new game engine", or "Try to write an interesting narrative", or "Create a dating game that subverts rape culture". I don't think I've ever met someone who said "I want to write clean code in my 8 hour time limit."
Of course, whether TDD works in a game jam could be game jammed too... :D And if having cleaner code is the goal in the jam, then sure. I just don't understand why, and I think it'd be something worth asking them.
(edit: fixed sleep-deprived grammar)
The thought of using TDD for a game jam never even crossed my mind. I would wager that the total cost in time and effort for (game jam with TDD + continuing from the code base into production) might be higher than (hacked-together game jam + rewrite for production), and that's ignoring that the lower cost for a hacked-together game jam means you can iterate on many more ideas to select better projects to invest into with production.
I've worked on too many projects where the original prototype code was used to start the actual project, and hampered development down the line.