Game Development Reference
Figure 1.4 Low trust means more testing.
The parts you can trust the most—the strong ones—will require the least attention
from you, as illustrated in Figure 1.5. These should still be retested from time to time
to re-establish your trust. Chapter 5 helps you determine what kind of testing to do,
and when to do it. Chapter 8 gives you specific strategies and criteria for planning,
choosing, and revisiting testing.
Figure 1.5 More trust leads to less testing.
Chapter 6, “Software Quality,�? introduces you to some basic principles for evaluating the trust-
worthiness of your game code. Chapter 9, “Testing by the Numbers,�? describes measurements that
you can compile from the test data you normally collect and explains how to analyze those mea-
surements to zoom in on specific problem areas.