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Day 27: Bug identification and fixing

While it may have come across as that my game had absolutely no errors whatsoever, that could not be further from the truth. Along the whole journey there have been countless errors, most of them rather small which I have easily fixed, but now that the project is getting more complex, it's time I started talking about what I do when I encounter bugs.

The first step is finding the bug itself. Often I do this through play testing, meaning I test out every function of the game myself to check for errors. This includes all the basic player locomotion, checking if animations are playing in sequence, whether the right keys are playing the right animations and functions, and so on. Once I have identified a problem, I check the code. Since my project is still what would be considered a small project, most of the bugs come from animations having delay when playing, or pressing a key and a animation playing without pressing a movement key. I then go to the console and look for the line in which the error is in the code, and correct it. If it's in the animation side, I head over to the animation itself and check whether the animation has a few key things checked:

1) If the animation had a humanoid avatar 2) If it was baked into animation on the X and Z axis 3) If loop time was checked Generally, if these three were enabled, the animation worked, and solved the issue.

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