https://factorio.com/blog/post/fff-366 https://factorio.com/blog/post/fff-288 https://factorio.com/blog/post/fff-186 https://factorio.com/blog/post/fff-62
https://factorio.com/blog/post/fff-366 https://factorio.com/blog/post/fff-288 https://factorio.com/blog/post/fff-186 https://factorio.com/blog/post/fff-62
I still think the best combo is a mix of automated and QA. Software in general went through a large decline in quality after QA was laid off across the industry, and in my experience, automated testing just tends to find different kinds of issues. Also, playtesting is also not the same thing as QA, but I digress :)
This is a core issue with for example Google products where MANUAL PROCESS BAD seems to be a religious bastion.
But what's the alternative here, when your code depends on other services and other logic that might return complex data structures, or need to do dozens of database calls?
Should you go for primarily integration tests, which might not only slow everything down, but also force you to think about the possibility of either needing to mirror your current environment per test run (e.g. launch a database, run all the migrations, generate needed test data, launch your app against the database instance, run tests against it, clean everything up), or being limited to a single test run at a time with no parallelism?
I wonder if there is any books on game/software QA akin to Masters of Doom or Stay Awhile and Listen? Those pretty much skip over QA, it's usually just the devs playing their own game (which anecdotally is usually biased and of limited use).
The talk is from 2018 and references some of the trends in the industry towards more automated testing.