The most boring part of game design.

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fireside 141 Oct 15, 2013 at 14:17

I’m going to say inventory system. What’s yours?

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TheNut 179 Oct 16, 2013 at 02:17

I would have to say implementing the design :) By then all the details are written down and the solution is known, but you have to begin the long journey of typing it all out.

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fireside 141 Oct 16, 2013 at 13:35

I only work off an outline, so that part is never boring. It’s actually the most fascinating because it ends up different than what I first imagined, but usually pretty cool. When I start laying things down, it just gives me more ideas to think about. I guess that’s why I don’t like inventory, because it’s basically this rigid system that gets the job done. Messing with it mostly throws people off so they don’t know what to do. It’s kind of like a windows utility program or something.

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TheNut 179 Oct 17, 2013 at 03:09

As an engineer first and programmer second, I do the full requirements write-up, so it’s a bit different on my end. I have component diagrams, high level class diagrams, sequence diagrams, protocols, state diagrams, flow charts, test specifications, etc. That’s really the fun part because it all involves thinking, whiteboarding, planning, and so forth. Once that’s done, all that remains is to implement and validate/verify the implementation. It’s tedious because I’ll stare at a document and type the equivalent C++ code. Not really fun IMO.

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fireside 141 Oct 17, 2013 at 09:57

That does sound totally not fun. I’m glad I’m not smart enough to do all that.

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Stainless 151 Oct 16, 2013 at 18:04

For me it’s always getting through QA.

Some of the things they insist on being changed are just pedantic crap, some of course are valid and should be fixed.

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fireside 141 Oct 16, 2013 at 22:24

That’s something I thankfully don’t have to deal with. Another thing I think I would hate would be trying to sell it to backers. The main problem with doing it for a hobby is that it’s too easy to give up on it, and then you have to find some way of distributing it.

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Reedbeta 167 Oct 17, 2013 at 04:11

My experience with platform QA hasn’t been that it’s boring - on the contrary, it’s a nail-biter! With a week to go before RTM, how many more obscure TRC bugs will they file and how many hours of overtime will we have to put in to fix them (or “fix” them) before the deadline? No one knows for sure! :)

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Stainless 151 Oct 17, 2013 at 09:13

Yes I agree that sometimes it can be fun, but most of the time the stuff I do is abstracted from the hardware so much that I don’t get platform specific bugs.

I get things like, “the text for string #13638399u is in my opinion unspecific and should be changed”, or “if you press these five keys with your left hand and these five keys with your right hand, then press the space bar with your nose, the game crashes”

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Sol_HSA 119 Oct 18, 2013 at 11:22

I’d say it depends on the inventory system. In interactive fiction, you get lots of fun problems to solve with inventories.

Let’s say you have a lamp. Inside a box that has holes in it. Inside a plastic bag. Inside a backpack. Is the room illuminated?

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fireside 141 Oct 18, 2013 at 12:53

Oh yeah, I wasn’t talking about actually using it to solve puzzles, or design them, that’s great. I just meant the mechanics of it. It has to respond to a mouse click and become a cursor for a little bit, etc. It has to keep track of things. It’s not that big of a deal. I dread it though. I have to figure out the gui of the engine I’m using or write something myself.

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dazin09 104 Oct 20, 2013 at 09:22

Answering/Replying to questions on a forum, Seriously though, it would be Projectiles, Thats a pain in the Anus to do.

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newdaydawning 103 Nov 11, 2013 at 02:02

The endless, endless amount of coding. Testing, re-testing and coding some more.