Ren'Py specific questions should be posted in the Ren'Py Questions and Annoucements forum, not here.
Thanks for your help!
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In my current project we are putting in a test mode which turns the story off, so we can focus on testing the choices, stats, meters, etc without having to skip through the story over and over again. Looks something like this:
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label start: $ testmode = False if testmode == True: call ch_01_choice call ch_01_cleanup if testmode == False: call ch_01 call ch_01_choice call ch_01_conclusion call ch_01_cleanup
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#call blood_effect_test #call rain_effect_test #call battle_system_test #call character_test
You shouldn't have to test things that are already tested. Play, save, reload from that point, and do it as others playing it will be doing it. Otherwise, you are not actually debugging the game, just doing overly-hard debugging of specific situations that should be texted prior to being added into a game, in an isolated test-file. Once it works, it should always work. In or out of the story.
Set_GameTestValues (max-money, max-health, unlocked locations, etc... Whatever isn't in the saved-file itself.)
... Test, then move the jumper and change the test values for the next part. No need to put test-code all over and checks, and confusing code that is inseparable, or needs constant bypassing and removal, all over the place. Just one easy to search-for phrase "TestSpot:"
That is how I do it, which isn't that often. Just a simple save-game is fine, and using "SHIFT + R" to force it to auto-reload whenever any files change, while playing. (I do use disposable windows to track specific values of variables... Another easy line to remove, and easy to show and hide with the press of a key on the keyboard.)
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If you write the code yourself you're going to find the game crashing bugs because Ren'py will tell you exactly what line the error occurred when you test the game. There's the documentation (https://www.renpy.org/doc/html/) that is a wonderful reference for troubleshooting. The documentation is a quick button when you load Ren'py and it's searchable! It'll save you time by just having it around.
In my experience the bugs that you're not going to find are little things that aren't coding errors, but things you didn't intend for the player to be able to do. Usually these are you forgetting to check a condition before an event or trying to figure out why it's adding extra values to an int. I made a shop once that if you opened the main menu of the game it would close the shop and make purchases for you. I didn't notice, but my friend did when she was negative -1000 money. To catch these I always have a good friend blind test the game, meaning I don't tell them about the possible errors, and they catch grammar and tell me to break up my paragraphs, but I notice that they skipped a bit of writing that they shouldn't have or that something I thought was easy to pass is actually very frustrating.
It's nice to see the game being played and to be present at possible errors because those playing will assume that a bug is a part of the game.
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