• MoonMelon@lemmy.ml
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    2 months ago

    Sucks, but sounds like they’re taking the right steps. I have a little experience with animation graphs, but enough to know that making major updates to the player graph in a live, multiplayer game is a fucking nightmare to debug. The complexity increase is exponential because new states must play nice with many, many existing states and transitions. It’s also hard to automate testing. Also parts of the animation system run in background threads so you can get race conditions. Players find that a particular input fails to trigger some flag that it should and you are now in uncharted territory, and fixing it potentially involves large logic reworks. Fun times.

    • stringere@sh.itjust.works
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      2 months ago

      you are now in uncharted territory

      Holy shit, it’s so complex you can end up in a new IP franchise entirely?! I’ll never wrap my head around programming.

      • skygirl@lemmy.world
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        2 months ago

        Yeah, but most games can’t handle that many explosions so they just crash unfortunately.

    • Mora@pawb.social
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      2 months ago

      Yeah, i built a tiny proof of concept Metroidvania for my studies… 150 hours. At least 70 were used to build, improve and then fix the animation tree which handled all states. Really cool that I could do that with Godot. The metroidvania was 2d single player and presumably 3d multiplayer is not easier. I hope the devs are more experienced than I was, though.