Tech

Invisible washing machines and penis removal: the developers talked about their “most shameful crimes”

Co-founder of the studio Fullbright (Gone Home, Tacoma) Steve Gaynor in his twitter suggested that developers tell about the “most shameful crimes” they committed when creating games.

Please share your most embarrassing game. Mine: all the scripting in graphs, bc I do not know about the graphs at the time. It is only 2 bc. Your turn.

Please share your most shameful crimes while developing games. My: all the scripts for Gone Home were contained in two giant uScript graphs, because then I did not know how to link smaller graphs. There were two of them only because it took too much time to orientate in one. Your turn.

The idea was picked up by other developers. At the time of writing, Steve Gainor has 945 replies.

Eric Holmes, who now works at DICE, spoke about the development of Earthworm Jim 3D. According to him, during the creation of the platformer, he did not have a scripting language, so he had to use conditional logic: invisible washing machines flew over the locations that caused the scripts to fire when they reached certain points on the map.

James Sutherland of Sumo Digital shared his story about the development of the game of the company in which he worked.

Please share your most shameful crimes while developing games. My: all the scripts for Gone Home were contained in two giant uScript graphs, because then I did not know how to link smaller graphs. There were two of them only because it took too much time to orientate in one. Your turn.

The idea was picked up by other developers. At the time of writing, Steve Gainor has 945 replies.

Eric Holmes, who now works at DICE, spoke about the development of Earthworm Jim 3D. According to him, during the creation of the platformer, he did not have a scripting language, so he had to use conditional logic: invisible washing machines flew over the locations that caused the scripts to fire when they reached certain points on the map.

James Sutherland of Sumo Digital shared his story about the development of the game of the company in which he worked.

Not me, But a game AT I of a Company About enterprise | worked for WAS Meant to have A lip of the sync for conversations. It is not a question.

In the game, on which I did not work personally, but my company, there had to be a synchronization of speech with lip movement during dialogues. It still could not be adjusted, so the authors changed the logic of the camera – during the dialogs it was always directed at the character who did not speak, and not at the speaker.

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Developer Peter Slattery talked about how his team made a VR booth for CES. As conceived by the creators, the chair had to lean back at certain moments of the game, but they did not have enough time to write code to control the motor. Therefore, the developers manually moved the chair at the right time – while no one sees.

One of the authors of the horror Paratopic also spoke about the tricks that the developers had to go due to lack of time. The creators are faced with the problem of clipping: the car fell through the textures of the road at certain points in the game.

To prevent this from happening, the developers made the machine perceived as a weapon by the system. In this regard, the responses recalled the famous trick of Bethesda – in Fallout 3, the train car is not a real transport, but only a helmet on the character’s head.


This reminds me of the ride you ride around in. https://t.co/WBwBntXo1P 175

Former employees of Telltale Games also joined the discussion. So, narrative designer Emily Grace Buck remembered how she collected a 12-line dialogue for The Walking Dead: Michonne from fragments of phrases recorded for other scenes. All in order to close the hole in the plot.

Jake Rodkin, in turn, said that the final scene of the last season of Sam & Max is always the same, because he baked the lighting in Maya, exported the lightmaps to the engine to check, and then stopped all programs on the computer, because the office must were close. Maya files are not saved.

Rodkin also shared his memories of working on Firewatch. According to him, the developers wanted to have a dynamic change of the time of day in the free research mode, but they did not create a corresponding system. Therefore, time is tied to the movement of the main character, that is, it will change only when Henry moves.

William Armstrong, who also participated in the creation of Firewatch, spoke about another trick that developers had to go to. When porting the game to the PlayStation 4, the authors encountered problems when autosaving on older versions of the console – the game periodically hung up. Therefore, they changed its frequency. The game is saved every three minutes, instead of 30 seconds.

FireWulff studio director Michael Kidder told how he solved the problem with the NPC in one of his role-playing games.

n the early game of Vlambeer, we put the boss on the roof of the (badly programmed) generated building, dropping him from above in a random place and teleporting him back if he fell through the roof. If you are fast and lucky, you can see it fall.


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