Bugs are a part of every project, both in the world of video games and elsewhere. And believe us, they’re just as much of a pain in our butt as yours! So what about DOFUS Touch? What are the various steps for fixing a bug in the game? We’re gonna tell you!
Once a problem has been fixed internally, the developers apply the fix to the local version of the game so that the testing team can check that it’s working properly. If it’s still not working, it gets sent back to the sender on the developer team. But if the fix works, you’ll see it in the next changelog.
Now you know all about how bugs are identified, reported, and fixed!
Most bugs are identified by ANKAMA’s testing team and you, the players, through the “Bugs” section on the official forum. And as it happens, reporting the bug is the first step in fixing it!
- Players notice bugs in the game and let our DOFUS Touch teams know on the official forum.
- The Community Management team then passes the information along to the testing team through an internal software program.
- Bugs are immediately categorized by level of importance and processed in order of priority.
Sometimes, staff members also report bugs... That’s right, we’re playing right along with you in DOFUS Touch!
The testing team then tries to reproduce the bug in a local version of the game. Once they succeed, the testers create what’s called a ticket for the developers with as much information as possible on how and when the problem occurs. Bugs are then once again ranked from most important to least important.
Okajin, a DOFUS Touch tester, talks a bit more about his job:
The biggest part of my job is identifying bugs, finding ways to reproduce them 100% of the time (or as close as possible), creating tickets, and assigning them to the developers. The next biggest part of my job consists of verifying the changes that we’re going to publish online in the weekly patch every Thursday. At the start of the week, the developers send me a changelog that I test (I always have a newer version than yours to work on). If the feature or bug fix is good, I approve it and it can go online. If not, I explain what’s not working, send the ticket back to the developers, and they take another look. Wednesday night, the changelog is “locked,” which means that everything that’s been approved can go online, and the rest is transferred to the next changelog.
When we’re testing new features, the developers love getting feedback. So I ensure I give them comments that’re both objective (according to a list of established criteria, the specs for the feature in question) and subjective, since I’m also a player!
I also write test documentation to help my colleagues in case they have to help on the project or replace me when I’m sick or on vacation (if I ever manage to take one!). And I handle the feedback that you send me directly (some of you have read stuff I’ve written on the forum) or through Nyom.
We always give priority to bugs that affect the greatest number of our players in order to ensure optimal gameplay. Obviously, since we don’t live in a perfect world, I don’t catch all the bugs in the game. That’s why you keep seeing them and send us your reports on the forum and to Support.
The developers then work on the various issues, and how long this stage lasts will vary depending on the severity of the problem. There are several factors to consider, and it’s always better to avoid creating new bugs when you’re trying to fix old ones!When we’re testing new features, the developers love getting feedback. So I ensure I give them comments that’re both objective (according to a list of established criteria, the specs for the feature in question) and subjective, since I’m also a player!
I also write test documentation to help my colleagues in case they have to help on the project or replace me when I’m sick or on vacation (if I ever manage to take one!). And I handle the feedback that you send me directly (some of you have read stuff I’ve written on the forum) or through Nyom.
We always give priority to bugs that affect the greatest number of our players in order to ensure optimal gameplay. Obviously, since we don’t live in a perfect world, I don’t catch all the bugs in the game. That’s why you keep seeing them and send us your reports on the forum and to Support.
Once a problem has been fixed internally, the developers apply the fix to the local version of the game so that the testing team can check that it’s working properly. If it’s still not working, it gets sent back to the sender on the developer team. But if the fix works, you’ll see it in the next changelog.
Now you know all about how bugs are identified, reported, and fixed!