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...Did We Break It?

  • Writer: Good Good Games
    Good Good Games
  • May 1, 2019
  • 2 min read

Not a day has gone by without us stumbling upon some issue in the game engine. These problems have been taken in stride and have (mostly) been fixed, but before that happened they were incredibly frustrating. One of us would open our version of the project and maybe everything would have a purple tint, or the enemies would clip through the floor. This resulted in lots of sighs and cramming around one computer, trying to figure out how to solve the issue. Some of these issues were caused by minor errors, but others were larger and took many hours to understand. One of the designers elaborated on a problem that we had for a number of days, which had to do with the NavMesh in our forest level:

"The NavMesh was not appearing or working with the enemies. Whenever we ran tests, it looked like they were disappearing into the ground. After some debugging, we discovered that the version of Unity we had was bugged and wouldn't let us see the NavMesh. I eventually found a way to look at it by changing the view settings in the scene. We also fixed the squirrel by moving the test scene down a little bit because the NavMesh was generating slightly under the ground plane of the level."

Buggy levels are certainly not uncommon—even the most experienced developers have to deal with them, so of course we'll have to as well. Lots of exasperated sighs, statements of confusion, and comments of frustration have been uttered around the computers in our lab, but we're determined to end the semester with a demo that is fully playable and that runs as smoothly as possible.


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