Earthworm Jim 3D No Scripting Language
My first game (Earthworm Jim 3D) had no scripting language. So I made conditional logic using invisible washing machine objects in the sky that travelled animated paths on timers and could set triggers as they arrived at nodes. Debug was a nightmare. Shipped that way, I think?
A developer explains how they built conditional logic in Earthworm Jim 3D without a scripting language, using invisible washing-machine objects moving through the sky. The joke is that an extremely absurd and fragile workaround became part of the shipped game, making debugging a nightmare. It is shared as a reaction to bizarre legacy code and improvised game-development solutions. EN: A developer explains how they built conditional logic in Earthworm Jim 3D without a scripting language, using invisible washing-machine objects moving through the sky. The joke is that an extremely absurd and fragile workaround became part of the shipped game, making debugging a nightmare. It is shared as a reaction to bizarre legacy code and improvised game-development solutions.
- @ithueti / 517 2018-12-16
- @right_wing_dev_squads / 3178 2021-12-30
- Type
- image
- Size
- 720×704 · 95.5 KiB
- Mood
- absurd, technical
- Language
- en
- Added