fingerless

Melbourne Lefty FGC Trash

  • he/him

I love fighting games, soulsbornes, and adaptations of Warhammer 40,000.


trashbang
@trashbang

I regularly check the Doom 3 files because I'm curious how id software dealt with [problem I'm having] and the answer is almost always "they didn't have the problem you're having because they didn't try to do the stupid thing you're trying to do. the system was not designed for this. what the hell is wrong with you?"


cathoderaydude
@cathoderaydude

95% of the time when i ask this question the answer is "they didn't deal with it, it was just broken and you didn't notice. neither will anyone else"


BuildYourGameEngine
@BuildYourGameEngine

While developing Far Cry 6, we discovered that ladders in the engine rotate around their world transform instead of their local transform. This meant that if you attached a ladder to a rotating object, like a train car, it would rotate the wrong way around. I traced this buggy code back in source control to Far Cry 5, then found the same code was integrated unchanged from Far Cry 4, then Far Cry 3, and then Far Cry 2, and finally the original source code dump from CryTek.

We never fixed the ladder bug because we weren't sure what we would break.


fingerless
@fingerless

i remember this Fallout 3 era interview with Bethesda where they said they've never been able to get ladders to work properly. You know what Bethesda, you can have that one.


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in reply to @BuildYourGameEngine's post:

based on what i've heard from AAA developers i'm convinced it's about a 50/50 split between "we didn't know this problem existed" (this is usually from speedrun reaction videos) or "we knew the problem existed, we wanted to fix it, it would have been much worse if we tried to fix it" (this is why 90% of AAA games are just Like That)

There's also a secret third reason: "We failed to do this because of office politics." It goes something like this: We from Satellite Studio A could absolutely implement a triple jump, except that Main Studio B has always claimed that jumps beyond double is simply impossible. If we implement it anyway, we will make them look bad in front of the CEO, and we might get skipped over for the next project.

in reply to @LotteMakesStuff's post:

Ladders in Embr don't actually work straight vertical. They're just extra special case ramps that happen to be physics objects. If you ever manage to put a ladder vertically against that way I would push it over away from the wall. Those ladders took about 5-6 major iterations. If you play on controller your input gets fudged so it points up or down the ladder unless it's mostly lateral to the ladder indicating you want to walk off the side. Ladders place down invisible ramps at their top side after they stop moving so you can get on them without pushing them over. Physics ladders are a WILD ride. Don't do them unless you accidentally make a game primarily about vertical ascension using a ladder :P