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Postmortems From Game Developers

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Surreal Software’s DRAKAN: ORDER OF THE FLAME 38project. This rivaled the number of bugs generatedby the testing team during alpha and beta.The internal system worked very well, but itcould have been more useful if the Psygnosistesters had access to the system as well. We triedgetting on-site testers, and some of the U.K.team did come to Surreal for about a week. Butit was too late in the project and for too short atime to be effective.3. Collision detection andresponseOne of the biggest chores for the testing teamwas to make sure that all of our hundreds of 3Dmodels could not be penetrated by missiles,NPCs, or Rynn. Each model had to be properlybounded by the artist during the model’s construction,a process which took about 20 percentof their modeling time to construct.Bounding was generated in our custom modelingtool and approximated the polygons of themodel using a hierarchy (tree) of boundingspheres or oriented bounding boxes (OBBs).This made the collision detection system veryfast and accurate, but it also meant that if anartist made a mistake in the bounding tree, collisiondetection might not work.To say this created a testing challenge would bean understatement. Even though the engine wascapable of rendering arbitrary meshes, the collisiondetection system was not designed to handlesome of the detailed meshes that the artistsproduced. Some of our AI used the boundinginformation at the lowest level, while Rynn’scollision response system used a polygon-accurateanalysis, which didn’t work perfectly forsome complex models. Frame-rate variationsacross machines also caused differing results,making it hard for programmers to reproducethe bugs and correct the problems. Finally, ourindoor/outdoor landscape system created somechallenging collision-detection problems that wehadn’t anticipated when it was originallydesigned.4. MultiplayerLighting effects created varying moods. Thisbridge model was reused from the islandslevel.Considered by some the Achilles’ heel of DRA-KAN, its multiplayer suffered from developmentalneglect. For the game’s multiplayer to havesucceeded, the design, art, and programmingteams would have had to spend at least twice asmuch time on it than they did. The two multiplayerdesigners did most of their level andweapon work during the alpha and beta periods.The same designers also created most of theartwork for the multiplayer effects and weapons.Any game-related bugs that came up werefixed by our single network programmer, who

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