Sunday, 14 March 2010

2 bugs

I've found two Vertex Dispenser bugs in the last two days. In the actual game mechanics, not in the netcode where I already knew there's still some brokenness going on. Nothing game-breaking; probably nothing anyone but would notice, just weird corner-case interactions not working how they should. Still, it bothers me a little because I'd thought everything there was solid.

Another cold has infected me. My immune system seems not to have been performing to specification for a while. I continue to blame the hideous climate. Have spent my time fiddling around with the sound rather than fixing these bugs, and don't have much to show for it. I'm finding it quite hard to generate new sounds that fit with what I've already got but don't mush together in the same frequency range. I guess I probably should try using something a bit more advanced than sin(pitch*time)*volume.

We've been playing quite a bit of multiplayer Vertex Dispenser. The aforementioned brokenness doesn't seem to interfere with what actually happens; it just claims to be out of sync for a frame and then gets back in sync afterwards. I'd like to know why it's happening though.

Something quite entertaining to do is to place a boobytrap next to an opponent's white vertex, after attacking the vertex a few times to weaken it. Then run away, and wait for them to set it off - with any luck, it destroys their white vertex and you'll hear a grunt of rage from across the room. One time I managed to kill both my wife and her last white vertex with this trick.. playing against human beings is a lot more fun than just against AI.

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