Malarame wrote:
I was thinking that maybe there should be an option to turn this feature on and off. Of course, someone (*cough*Clayton*cough*) would have to rock-hop through the game to see if any rooms are unbeatable.
Oh, believe me, it would make many many rooms unbeatable. But still we should have Clayton slave through them all. And then change it a little and have him run through all the rooms again. He don\'t mind!
You know, I feel like some kind of jerk for saying this, but I don\'t really like these kinds of changes. Whenever the feature is something that affects everything in the game, it takes forever to code and fix all the resulting bugs. Give you guys some examples:
HARD: Add a potion that gives all monsters ability to jump over pits.
EASY: Add a new monster that can jump over pits.
HARD: Make an option that will let Beethro take two turns for every one turn a monster takes.
EASY: Add some new monsters that move one square every other turn.
Another peeve about software design: Whenever you get a group of people together to talk about what should go into software, a controversial feature will come up. And it goes like this:
BUBBA: Hey guys! I had a dream while I was sleeping at my desk. MegaDROD 5000 should have a stock ticker on the game screen. What do you think?
AMOS: Well, that sounds interesting. We should think about that. Hmmm.
ERIK: But who cares about stocks when you are playing MegaDROD 5000? And couldn\'t you just run a separate stock ticker program?
BUBBA: I know that I would DEFINITELY like to have both right in front of me at the same time. And I think our users would too.
ERIK: I don\'t want that on my screen. Just the game should be on the screen! Don\'t clutter my screen up with this crap!
AMOS: Well, I can see both sides. I know... we can put it in as an option, and you can turn it on if you want it. Or turn it off if you don\'t.
BUBBA: That would make me happy!
ERIK: ***phruckin phrickin fruthead***
AMOS: What was that?
The cost of adding options is not just the development time for adding the feature, but the extra testing time (Test everything with the feature enabled. Then test everything with the feature disabled.) and the added complexity in the code that makes it harder for programmers to maintain down the line. For the end user, the option-choosing interface becomes more complicated. (For example, if we add any more options to the \"
Settings\"
screen in DROD, we will need to split it into multiple screens.) So an option really has to prove itself to me before I consider adding it to the game. Too often, options go into products because people in meetings try to please everyone instead of using criticism where it is needed.
Jeezus, I am way overdoing it here. Think of this as a general rant about a problem I\'ve observed in my career, not just in response to this topic. Nobody has said anything I take offense to, and you could say all the same stuff again and it wouldn\'t bug me. Just letting you know where my biases lay.
-Erik
____________________________
The Godkiller - Chapter 1 available now on Steam. It's a DROD-like puzzle adventure game.
dev journals |
twitch stream |
youtube archive (NSFW)