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Hi,

the Beta test so far has uncovered some issues, but all fixable. There was also a continuity issue with uniform quests which forced me to rewrite part of the uniform quest triggers.Tomorrow I'll do a play through and if everything is fine I'll package the Early Access 1.

Screenshot is from Arellarti System, where the depraved Krell enforce their 'Uniform' Protocols on your crew ;)

Thanks to all the beta testers so far for unearthing those issues!

y.v.

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NFinity

That's fantastic news! I also want to extend thanks to the beta testers! I really appreciate your work and on another note, I'm glad that it appears everything is on point for the schedule releases.

waffel

you should look into the possibility of writing behaviour tests in Ren'py, that way you don't have to play the game manually, and if you break some 0.7 code while developing 0.9, you'll notice it right away, saving you a few headaches along the way :)

y.v.

I was thinking about regression testing the entire game but couldn't really figure out a way for handling the dependecies. So currently I have small test environments for unit testing (which I probably should automate). Have to admit though that I did not research regression testing / automation procedures in detail. Might be worthwile.

waffel

I actually thought that unit testing wouldn't be worth it in that environment, but it is a good thing to hear that you have some. If you choose in the future to make or use an engine that is C compatible, then a friend of mine and I have made a decent test environment and also a stack/heap allocator with allocation/deallocation and memory overflow checks... One that is only enabled during DEBUG, and is removed during RELEASE, so those checks only have a cost during development. We can discuss a license and use if/when it becomes relevant. I just want you to know that it is an option.

y.v.

Thanks for the info. I'll read up a bit on appropriate test strategies and automation and then maybe get in touch. Most frequent errors the code check prior to runtime does not catch are - access to nonexisting datastructures - dialogue typos in speaker (AV object) names - data typecast mismatches