Category Archives: Bugs
Still working on the press stuff, making screenshots, etc… So that the screenshots reflect the current state of the actual game, I’m running the game in “Final” mode, and that (of course) gave rise to some more bugs, so I’m fixing those by adding a “stack tracer”, which is a piece of code that when […]
Today was a full day… I did a bit of bug fixing, related to turrets and traps and collision detection: Also added some polish in the end of the laser beam, and worked on testing recording gameplay video, so I can prepare to start doing some marketing stuff, contract press, and some SEO with the […]
This is the best definition for today… It started great, adding new content the artist built: Also fixed a lot of small stuff, like making the player fall to the ground when he’s killed in flight, or selecting an upgrade automatically when purchasing things in the shop… But then I started hitting bugs… a lot […]
As the title indicates, mostly that kind of work… The bugs were mostly small things, like the way one of the voxel faces UVs were not correctly mapped, moving the near plane of the camera when it was too close, etc… Also polished some things related to the camera controls… Now the character will turn […]
I spent a lot of time looking at a bug all wrong… I noticed that the voxels that had transparency were rendering wrong: Check out the front window of the ship… Anyway, my first thought was that I was adding to the vertex buffers the faces between two adjacent objects with the same material, but […]
The “escort” mission was full of them, some due to the multithreading, others due the actual logic of the system (for example, the player could leave without the person being escorted)… Other than that, it was just standard debugging… Still found some places where I’m using the old brains, instead of the script-based AIs, so […]