really? you can't see the time saved by just instantiating a couple of character in a test and running them through a combat scenario in a few milliseconds versus firing up the game and running it and hoping the AI chooses the attacks I want it to do?
No i can't see time i haven't measured, which is why i asked you how did you measure that time and figured out that it saved your hours. Writing all these tests, making sure your code can be tested independently from anything else (which itself has its own time overhead since it affects not only the design of the code you write but also the design of the rest of the code that interacts with the code you write), running the tests, etc has a time overhead by itself before you even write a single bug, locate it and work towards fixing it.
Clearly you have a grudge against unit testing or, what I'm describing is probably closer to integration testing, but I have a method that works well for me and I'm not going to bother defending it anymore because we obviously are not going to see eye-to-eye on the subject.
I do not have a grudge, you just claimed that it saved you "HOURS" and i asked how did that happen - ie. i asked for
specifics. It might be that it will help me or might be that it only works for you and wont apply to me. So i asked for details.
Of course it might be just something that makes you feel better and safer with your code, that is another topic, but that isn't measurable so you can't claim anything about hours saved. I do something similar where i put debug asserts my in code, it certainly takes a bit of time (though it is negligible) but while they have sometimes caught an error or two that might have taken longer to find without them, i do it because they just make me feel safer about the code i write. I can't measure the time they'd saved or wasted, so i can't claim anything about any time savings, i can only say that they can make locating bugs easier than if they didn't exist but that's about it.