• I Cast Fist@programming.dev
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    6 hours ago

    I must have learned programming wrong, then, because dear ducking god, the amount of incompetent shit I have to see is surreal.

    One system we’ve got from a different state was marketed as having geolocation. It doesn’t. All object relations have to be created manually in a separate page, as in, you register a city, then register an address, THEN, on a different page, you connect the two. Now imagine this for some 24 objects. It has some specific profile permissions hard coded by id (like, only profile with id 4 can create some stuff)

    This is just the shit I remember off the top of my head. The cherry on top is that they didn’t validate unique emails for users, you could have 999 users with the same email and no way for them to reset their passwords. I asked why: “we didn’t think about it”

    • Flamekebab@piefed.social
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      6 hours ago

      I asked why: “we didn’t think about it”

      I have Simon Pegg in Hot Fuzz ringing in my ears: “IT’S YOUR JOB!”

    • Scrubbles@poptalk.scrubbles.tech
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      15 hours ago

      “wow, what director level ass pushed them so hard that they had to leave that bug in?”

      I think of the T-pose all the time in cyberpunk, that was a bug that was horrible but obviously it was tracked somewhere, and some director was like “it’s fine, ship it”

      • pastel_de_airfryer@lemmy.eco.br
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        13 hours ago

        There was a Dead or Alive game in which a manager literally released it before it was ready without consulting with the team. The game was still in beta and a glitchy mess.

        • I Cast Fist@programming.dev
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          6 hours ago

          The PS2 version of DoA2? I vaguely recall reading about it, also how the Dreamcast version turned out to be the complete one.

  • andrew_bidlaw@sh.itjust.works
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    13 hours ago

    I start to appreciate games that implement complex and sometimes rarely noticeable (immersive, boo) mechanics that come off naturally. And I notice how a thought pattern behind bad ones could’ve progressed.

    Bugs? My favs are buggy to the point some of these bugs became their own mechanics. I only get annoyed when the game bores me out, and if bugs can’t make me feel like it, it’s fine. And some better-done games are pretty boring to me.

    • Naz@sh.itjust.works
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      13 hours ago

      Put four pots over the squares over the ground.

      Shoot the dragon head statues, the pedestals raise.

      The pedestals make stone grinding sounds and…

      Only one pedestal has raised, the pots have caused the animation to bug out and the game engine to assume that the pedestal is in the final position on the floor.

      The floor position has the lever locked.

      The game developer never anticipated what a massive idiot I was

    • MoonMelon@lemmy.ml
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      12 hours ago

      Bugs? My favs are buggy to the point some of these bugs became their own mechanics

      This is pretty much half of competitive Brood War.

    • N.E.P.T.R@lemmy.blahaj.zone
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      13 hours ago

      Dying to a stupid bug is a great way to suddenly get frustrated though. Hard agree with you though, buggy games are my favorite. Especially small indie projects because I you can find the great bugs.

        • N.E.P.T.R@lemmy.blahaj.zone
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          7 hours ago

          I don’t know any YouTubers other than “Let’s Game It Out”.

          My fav game to speedrun is Neon Boost (free on Steam) because of several bugs I have found in the game. Otherwise a small boring indie platformer about rocket jumping is made fun (to me) through exploitation of its physics.

          1. Diagonal movement is faster (hold two adjacent directional keys). Sliding makes you even faster.
          2. Precise rocket jumps can receive more velocity than the developers intended, allowing you to skip many parts.
          3. You can touch the end of stage goal post from underneath the platform.
          4. You can wall jump off of the top of walls, allowing for many skips and time saves.
          5. You can get massive upwards velocity by sliding into a small couple-pixel ridge and jumping precisely once you touch it. This is possible on the starting platforms of all World 1 levels. It basically only improves individual level speedrun records, except on one level where you can skip the whole level and complete it in 1 second (an 9x faster than intended.

          My crowning achievement was completing the final level of World 1 (1-12) in 18 seconds. The Devs expected a fastest time around 40 sec.

    • seang96A
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      18 hours ago

      My favorite part is guessing what they do that results in the bug!

      • Anahkiasen@lemmy.blahaj.zone
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        17 hours ago

        Right?? That’s one of my favorite aspects, like there’s a weird bug and you can kind of backtrack what happened like “Oh I wasn’t supposed to jump out of the car I had to walk through the precise path, I missed the trigger or something I guess??”

  • jmcs@discuss.tchncs.de
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    18 hours ago

    Understanding how software is made, and what are best software engineering practices to make stable software only makes hate AAA studios that release overpriced crashy messes even more.

  • Swedneck@discuss.tchncs.de
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    15 hours ago

    learn to code and you’ll forever more be going “i could probably fix this if i could be fucked to get familiar with the codebase”

  • ZeroHora@lemmy.ml
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    17 hours ago

    Nah I just changed from “these game devs” to “these game studios”

  • Blaiz0r@lemmy.ml
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    13 hours ago

    As someone who had a career as a web developer and had to build sites that worked pixel perfect on multiple devices and clients I think game developers are jokers