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