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Independent Games Summit: Fixing Bugs by Cloning Them in 'The Last Clockwinder'

Matthew Blair  (Co-founder, Pontoco)

Pass Type: All Access Pass, Summits Pass, Independent Games Summit Pass

Topic: Independent Games

Format: Lecture

Vault Recording: TBD

Audience Level: All

In the process of developing The Last Clockwinder, the dev team developed a system for recording and replaying player inputs in the Unity engine, such that gameplay can be accurately repeated with a high degree of reliability.

This system was first created as a gameplay feature and then later extended for use as a development tool. It dramatically increased the productivity of a small engineering team by reducing iteration time, making bugs reliably reproducible, and enabling robust automated tests for gameplay.

This talk uses examples from The Last Clockwinder to discuss implementation details and practical experience, but the concept is readily applicable for many other games. Finally, the talk proposes improvements and new applications of this technique in future projects.

Takeaway

Attendees will learn how they can reliably reproduce gameplay from recorded player inputs in Unity, as well as the challenges and benefits that this entails.

Intended Audience

This is for people who already have basic programming knowledge of game engines, and specifically for those with experience in the Unity engine.