Daily Archives: August 22, 2014
Speedrunning design: non-critical bugs are features!
These days game developers spend quite the amount of time polish their products to perfection. Readily available engines, for example Unity3D or Unreal Engine, leaves implementation of gameplay critical features such as collision to a dedicated team of experts, leaving us developers with a near perfect platform to build a game on. With minor tweaking glitches such as clipping through walls are practically extinct. Is this good or bad? A little bit of both.
For the speedrunning community this is a disaster. […]
Speedrunning design: non-critical bugs are features!
These days game developers spend quite the amount of time polish their products to perfection. Readily available engines, for example Unity3D or Unreal Engine, leaves implementation of gameplay critical features such as collision to a dedicated team of experts, leaving us developers with a near perfect platform to build a game on. With minor tweaking glitches such as clipping through walls are practically extinct. Is this good or bad? A little bit of both.
For the speedrunning community this is a disaster. […]
Speedrunning design: non-critical bugs are features!
These days game developers spend quite the amount of time polish their products to perfection. Readily available engines, for example Unity3D or Unreal Engine, leaves implementation of gameplay critical features such as collision to a dedicated team of experts, leaving us developers with a near perfect platform to build a game on. With minor tweaking glitches such as clipping through walls are practically extinct. Is this good or bad? A little bit of both.
For the speedrunning […]
Speedrunning design: non-critical bugs are features!
These days game developers spend quite the amount of time polish their products to perfection. Readily available engines, for example Unity3D or Unreal Engine, leaves implementation of gameplay critical features such as collision to a dedicated team of experts, leaving us developers with a near perfect platform to build a game on. With minor tweaking glitches such as clipping through walls are practically extinct. Is this good or bad? A little bit of both.
For the speedrunning […]