Hi guys. It’s been a busy week. First order of business, we actually introduced a few new bugs in Alpha 2: we broke mod mixins and introduced a new problem in the workers’ AI that cause them to want to restock stockpiles above almost anything else (like finish working on that building over there).
Enter, The Automated Test Framework
So, that was a pretty big signal that it’s time to update our test framework! Up until this point we could build test words that set up the conditions to easily test something, but all testing was manual. What we (really Tony, but hey everything is a team effort, right?) are adding now is the ability to do automated tests. An automated test is a script that drives the game to do something, and then expects a result at the end. For instance, a test script to test the carpenter would do something like:
- Make a world with a worker, a carpenter, her workbench, and some wood in a stockpile.
- Press the craft button.
- Press all the buttons to craft a wooden table and 4 wooden chairs.
- Wait 5 minutes.
- Verify that there is a wooden table and 4 wooden chairs in the stockpile.
Thus, if the script passes you have a reasonable idea that the carpenter is working properly. The idea is to write lots of these test scripts for every part of the game, and just run them all whenever someone checks in code. More importantly, when you find a bug, fix the bug and then write a test script to verify the fix. Now if the bug ever happens again the script will catch it right away.
Adding Stuff to the World
I’m sure you’ve noticed that the world is…well empty. I’ve started down the long road to fixing that! Eventually we want the world to be vibrant and interesting to look at, with rivers, lakes, wildlife, and ruins. Getting from here to there will take some time, and basically involve adding content layer by layer until we achieve the look we want.
As a first step, I’ve scattered some boulders across the plains. The main goal was to provide a little visual interest to the green blanket of grass, but then I figured I might as well make them harvest-able. So I was able to hook up the harvest task, AI, and stone resources in about an hour, which is a good indication that our game platform is maturing. Woo!
Here are a few shots of my workers harvesting the new boulders. Look closely and you’ll see a cameo of the raccoon we modeled on stream two weeks ago!
Here’s a random assortment of odds and ends that you may find interesting
- Modders, we’ve fixed the mixinto feature on the Steam Latest branch. Kick the tires and let us know what you think.
- We have started work on the Save feature! It’s a bit of a bear, so we don’t have an official time table for when it will make it into the Alpha
- The next patch is a few days away. It will add more functionality to the Trapper (pets!) and some graphics enhancement.