last week I realized that due to the requirements of this prototype's battle system having an AI system that looks ahead several turns, I now have a way of simulating game state without actually waiting on user inputs or animations or any other external state
in other words
for the first time in my entire game development career I can USE A TESTING FRAMEWORK!!! I can just drop in a little set of instructions of what should happen in a battle and I can press a button telling me if it behaves correctly or not! WHAT AMAZING TECHNOLOGY TO FINALLY BE ABLE TO TAKE ADVANTAGE OF. ONCE I GOT SOME BASIC TESTS INTEGRATED THEY IMMEDIATELY REVEALED A SUBTLE BUG IN THE SIMULATOR. THIS IS SO COOL I'VE NEVER BEEN SO EXCITED ABOUT A SINGLE BIT OF TECH IN MY LIFE AS THIS.
button that tells you if your code works or not. wow. wow. wow
because this kind of stuff is so endemic in games
like even version control, because on the one hand many tools just aren't designed to work with things like that (eg Unity used to generate a big pile of files that hold eg workspace state and so change constantly) and on the other hand you don't really get some of the big advantages of version control systems when you're working with lots of binary files in highly proprietary formats
