The thing that scares me most is the the aspect of indie game development is providing support for code bugs after releasing a game. I see games that have a boatload of bugs reported on Steam. I'm not willing to put myself in that position.
That got me thinking that the best way to minimize the amount of bugs created would be to:
1. Write code that's less likely to break.
2. Bring in as many play testers as possible to before the release.
I would also need to have a method to efficiently identify the cause of bugs.
I have the following questions:
What books can the community recommend for writing efficient code that minimizes potential bugs? There's a well reviewed one on Amazon, but it's 900 pages. 'Clean Code' was printed poorly according to multiple reviews, so I'm not interested in that one either.
Are there any tools or techniques the development studios use to identify the cause of bugs efficiently?
The book Game Programming Patters explained the Command pattern can be used to re-play a game. Would this be feasible to implement in a shipped game by recording commands executed after a save in order to identify the source of potential defects?