That may be stretching the truth a bit, and included a bit of cheat… but here’s the detail on that, along with the rest of our work this sprint:
Monday, 18 June 2018
Sprint Round Up - 18.06.18 - Cheat to complete!
That may be stretching the truth a bit, and included a bit of cheat… but here’s the detail on that, along with the rest of our work this sprint:
Wednesday, 13 June 2018
Sorting out motivational issues
Hello! It’s Pontus here this time.
You’ve already read about us recently making a trip to USA for GDC and PAX, and about the push for new content and polish we did before that. As things go, that kind of quick development tends to mean lots of new stuff is added at the last minute, and sometimes maybe not tested in every possible situation. Or there’s a good chance there are some odd bugs and things that only appear after a while, or in very specific conditions. Things that in the long term would get noticed, added to our bug list, and eventually fixed… but in a 4-week rush, things sometimes go less than perfectly and some features might end up being a bit buggy.
In multiple ways, sometimes.
Most of my sprint was spent on fixing biggest issues we found in our PAX build, and most of that didn’t end being much to talk about. But one of the bugs ended being a bit more interesting to figure out, and while I’d usually prefer talking about design, I though some insight on this side of game development could still have some value. So, this is going to be more or less accurate story of our guards not behaving as intended, as I saw the issue through bug reports on our Jira board, and watching people play the game & testing things myself afterwards trying to figure out what exactly was going wrong. And also a nice example of how the most obvious explanation often isn’t quite true!
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