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RTing because this is pretty interesting if you make tools or like thinking about workflows (kinda especially if you're not in game dev) @Danim8tion/950465438806257664
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I've made plenty of mistakes of a similar size... but i've always worked on tiny teams, so I've never broken stuff for loads of other people, I've always been able to quietly fix stuff for myself.
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fun stressful firefighting story : it was the Beasts of Balance launch party (for press and that)... and we could only get a single game running. Turns out we'd never tested multiple games running side by side, and all the ipads were trying to connect to a single plinth.
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which we were able to fix after about 10 minutes of very furious coding, and a slightly longer cycle of pushing out new builds onto all the ipads...
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firefighting stories are fun, but it was a stupid mistake not to have tested it. I'm glad we have better processes now! (I mean, also we have a released game, not a early prototype...)