![]() ![]() I've been doing software testing since the early 90s and worked at Visio/Microsoft for 17 years and then at Amazon for the last several years (most recently as a founding member of the Luna game streaming service). I'm new to the Intercept team (I joined a week before the KSP2 launch) but I'm not new to QA. Who Are You?My name is Darrin, and I'm the new Director of QA here at Intercept Games. Keep up with all things Kerbal Space Program □ While we wait for the RIME antenna to get itself unstuck, let's send good vibes ESA's way by flying our own multi-moon probes to the satellites of Jool! Now's a great time to polish up your gravity-assist chops. Check out these masterpieces from Coriolis, Little Earl, memes1, and Schwing2727:įinally, this week's challenge: fly a mission inspired by ESA's JUICE program. This week saw some unprecedented radness on the ksp2_screenshots Discord channel. I am perhaps saying how much I like pictures here. ![]() No shade on previous dev blogs, but this one raises the bar. ![]() It pairs well with a lot of recent discussion in the community about the role of QA in the development process, and it gives some insight into the unique challenges presented by KSP2. I'm certainly looking forward to this one:ĭarrin House, our Director of QA, posted a really in-depth Dev Blog that I think does a great job of showing the behind-the-scenes reality of testing this game. The same below is a work in progress (yes, I see the app bar isn't scaling yet) - the final implementation is likely to index to preset sizes to avoid scaling artifacts. We know this is a highly-anticipated improvement, especially for players with higher-resolution displays. They are meant to give you a taste of what's to come.įor example, we have seen rescalable UI elements in action for the first time this week (with many thanks to our new engineer Ryan). These posts are by no means comprehensive, not least because many of the improvements we're seeing aren't necessarily photogenic.
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