The best part about game dev is that a random line of code or some random stone asset could be a "load bearing wall" and the entire game will stop working when you adjust it in any way.
No one will know why and no one will touch it. It will ship this way. #gamedev
@fabraz not exactly a shipped bug that I have no idea what was causing it, but just two days ago I had an issue where one particular wall in my test level would just be...gone, but only in the release build, everything was fine in debug. Those are always the most fun to hunt down. (Eventually tracked it down to a duplicate variable declaration from a copy/paste that was being stripped by -O3 but under -O0 was acting as a local variable)
@fabraz I think large companies just think ensuring nobody gets a product for free is more important than the overall quality. There's also like DRM companies exist to solve a problem for other companies so they spend a lot of time pushing their services to companies and the people involved in those conversations are just so distant from the realities of the customer or artists.
This beautiful image by @vgcartography (twitter) highlights one of my favorite details in this level: The spikes above the water are the tips of the sunken ruin's towers.
Sunshine's sense of space in & across all levels on Isle Delfino are some of the best out there! #mario#gaming#nintendo
@fabraz it' great too, but I wish this was stable though, I've encountered 2 projects where some of the SG shaders had to be recreated for "Y" platform cause it wouldn't behave the same on all :/
An incredibly promising looking, momentum-based 3D Platformer that oozes quality through and through. Can't wait to get my hands on this one! (Pst! Gimme a demo build pleaaase!~)
There's no other way to describe this as anything else but "3D Sonic" done right. It does everything I'd do tackling this type of subgenre and the playable demo was superb! Kickstarter coming soon!