More Murder Mansion Mistake Mending in Off Topic
|
|
As usual with my releases, the MM update was full of all kinds of bugs that crop up when the public gets a chance to beat on the game...
Most of these bugs arise from my habit of programming things with the naive mindset that people will use things as I intend, and as I use them myself... I tend to mistakenly assume that players will follow the set of unspoken (and unprogrammed) rules that I have in my head when I'm designing and programming...
For instance, I neglected to limit the number of consecutive clicks on the map select and round start buttons (both of which cause major issues with the game), simply because I myself know better than to click them more than once in a row, and I naturally expect my players to do the same...lol Of course, I should know better by now, but I can't help it...
Then there was another bug that was simply a case of a swapped reference in a proc call (src instead of M) that caused the "Do you want to join the next round?" question that was intended for each of the players to be asked of the round starter over and over for each of the players...lol
There were also a few runtime erros that cropped up from my less-than-robust programming practices (not checking a list's .len before pick()ing from it, not making sure that mob/M still exists before referencing it, etc.)
And of course, I added the all-important hub_password security (as so conveniently pointed out by some friendly neighborhood pranksters)
And then there's a laundry list of other fixes and changes made over the past few days (and 2 or 3 patch updates), but I won't list them all here...
Anyways, the point is that I think the game is more or less working properly now... Of course, I'm probably horribly mistaken, and some crippling bug will now emerge (either one that I missed, one that just hasn't popped up yet, or even one that I've just introduced) but that's how this dance usually goes...lol
|
Kinda found that out when i was hosting the game. lol