City Car Driving 2.0 is a driving simulator designed to help novice drivers master driving in a setting as close to reality as possible.
All the videos in the log are from our archived bug fixing tasks. [previewyoutube=kE8bdf-Jo90;full][/previewyoutube]The video shows half an hour of the tester’s work accelerated a thousand times: they test each model to be included in the game. They check textures, LOD, and physics: so that the model looks good, both up close and at a distance, and does not let going through it.
If defects are found, for example, “gaps” between the top of the model and its base, then tasks are assigned to the artists who must correct the mistake. We have quite a lot of independent 3D assets, so each model must be tested. [previewyoutube=lgwxnqY-vg8;full][/previewyoutube][previewyoutube=CsFd3GBaoCY;full][/previewyoutube] In addition to models, our QA team also test other areas of the game. For example, the behavior of pedestrians and traffic at the location. In the first video, you can see that pedestrians do not see any obstacles on their route and endlessly walk into the obstacle without stopping. The same video shows how strangely the minibus turns: the “brains” of this vehicle did not correlate its weight and speed for the correct turn. And the truck crane in the background did not “see” that there were already other vehicles in front of it and crashed into them at full speed. The second video shows the same situation with a truck. So far this is not the smartest vehicle in our volume of traffic. Now the listed problems, of course, are already being corrected.
We have repeatedly shown the car wash: this is one of our oldest mechanics. At the beginning, it happened due to incorrect reading of the vehicle position. This kind of bug is quite a common situation when any games are developed: the player loses control of the character | vehicle, after which the object of interaction “pulls” it into itself.
We carefully look for bugs, fix everything promptly, and care about the technical condition of the game. The videos and explanations in this log are only a small part of the QA work.
We tried to select the most interesting and already fixed points, so that, as we wrote at the beginning, we could show you defects and bugs not from the position of “a cheerful selection of bugs” but to share a little portion of the work process. [previewyoutube=1z4D4QcCbvM;full][/previewyoutube] At the end of the log, we add a small bonus: this has practically nothing to do with CCD 2.0, but in UE, you can literally turn on the destruction (of course, unrealistic) of any object with one click. This action destroys any optimization, but we couldn’t help but experiment. [img]{STEAM_CLAN_IMAGE}/44086444/e1587d01f1caf24e0bcc3396dce0d9b36a70038a.png[/img]
Developer logs are published every two weeks. Don’t miss them