Bug Fix

Notable Bug's Fixed

One notable logic bug was in the script that does all of the math for a combat encounter. In the script that manages the enemy AI, the AI has a chance to use healing potions and can run away. A bug was happening where stronger enemies were not using any potions or ever running away. It turned out the code that was in charge of calculating the HP requirements for the situations just output a static number, so we replaced it with these lines of code.

        LowPotionReq = us.maxHP / 4;

        MediumPotionReq = us.maxHP / 2;

        EnemyRunMaxHP = (int) us.maxHP / 5;


Just some simple code that resets all the variables every combat event to new standards. (us. is referencing a scripts called unit stats that contains the enemy's stats)

Bug Avoidance Strategies

Not pushing to main until all known bugs have been removed from new code.

Testing all added features 3 times to test for potential bugs.

Coordinating with other team members to see if two different peoples code overlaps and overwrites one another changes.


To test for bugs we have people who are designated to a different area of code to test for bugs. For example our movement code is bug tested by the person leading the inventory development.


When a bug is found we add it to a scrip in the project that is just a large comment that is used for bugs and if they need to be resolved we have a todo in front of them.