Game Development Reference
In-Depth Information
Chapter 31
Publishing Games
Peter Vesterbacka: “Pretty much everybody on the planet has a smartphone
nowadays, make it the biggest gaming platform ever. And we are only at the
beginning; it is still growing massively. Mobile is where the volume is, where the
center of gravity is.”
This final chapter of the topic talks about several topics related to getting your game out in the
world. First I cover testing and checking code quality to ensure that your game works well on many
different platforms. Then I talk about a few things you need to think about when you want to publish
your game, such as localization and code optimization. The chapter concludes with a discussion of
selling and marketing your game. As in the previous chapter, Peter Vesterbacka and Mark Overmars
have provided a number of tips and thoughts.
Testing and Checking Code Quality
Any software you want to make publicly available should be tested before it's released. Especially in
the case of JavaScript/HTML5 games, players will own a variety of different devices that run different
operating systems with different browsers and browser versions. You have to make sure your game
works properly for as many players as possible.
There are many different ways to test software. You can test code by simply reviewing it, checking
the structure of classes and methods without actually running the program. You can also test the
program by running it and trying a variety of different scenarios and parameter values to ensure that
the code does what it's expected to do. It's also important to make sure the code doesn't do what it
is not expected to do . If the player provides invalid input or a network connection is lost, the game
shouldn't crash.
You can do software testing manually, but you can also do it automatically by writing special testing
scripts that try a variety of different parameters. This automatic process is also called unit testing ,
because you separately test parts (units) of code.
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