Deep Debugging On Mobile

Still digging into bugs on mobile today. Been spending most of my time tracking down a weird demo bug which spawned feral dogs and King Elias in the demo, instead of the player.

As it turns out, this was a tiny bug in the code with big implications. A missed closing quote caused all creaturesources (i.e. spawn rules) to be added to the list of creatures (i.e. actual creature stats), so we ended up having our creature list IDs mixed up. Adding that quote into the code seems to have fixed the issue, and I'm checking for any others.

I'm also trying to figure out why the hypothermic car/sleeping bag encounter doesn't trigger in the Haxe version. And so far, signs point to a limitation in the Date() class on Haxe. Flash supported years up to 9999, which was my default "Max date" for encounter triggers. In Haxe, however, that gets changed to 1900, probably due to some overflow causing a default value. As a result, almost all date-based encounter triggers are failing.

Again, simple fix, but tricky to find. A NEO Scavenger specialty!

More like this to come, I suspect!

Finally, I've been chatting with Josh on his latest track. As usual, it sounds awesome. I'm checking with him to see if we can make it shorter, as it's closer to 7 minutes, and that might feel a bit long in-game. But it sounds quite good, so I don't want to break it by being picky. We'll see what he says about the difficulty of shortening it.

That's all for today. Have a good one, all!

Comments

Malacodor's picture
Malacodor

If that track is as good as you say there's no need to shorten it. I have many good tracks with 7+ minutes in my playlist, and I'd consider shortening them a crime. ;-)

Ran around with a clown mask before it was cool

dcfedor's picture
dcfedor

I think it ultimately depends on your taste. I also have some 6-minute-plus songs I really like. However, I also find I tend to tired of them faster. And since these soundtrack pieces are meant to be heard over and over again during the game, I think more, shorter pieces fits the overall need better than fewer, longer pieces.

Dan Fedor - Founder, Blue Bottle Games

ra1's picture
ra1

Is the music situational? If so, I'd think 7 minutes would be too long. However, as long as you have a reasonable transaction (fade out/in) when you need to go to other music, this shouldn't be a problem.

If its purely background and not particularly repetitive or "intrusive", the longer the better.

dcfedor's picture
dcfedor

This particular piece isn't slated for a situation. So far, we've been working on general background music. The same sort of music treatment we get in NEO Scavenger, with tracks periodically playing during the game.

I think you're both right that there's nothing inherently wrong with a long piece. I just think that if we have 60 minutes of music for the game, 20 tracks of 3 minutes to choose from will be more enjoyable than 10 tracks 6 minutes long.

For example, I love the music in RimWorld. I couldn't get enough of it at first. But once you've heard the same track enough times, it grows weary. Especially when one is playing for hours at a time. If it had even fewer tracks that were longer, I think I'd grow wearier of them faster.

That's my hypothesis, anyway :)

Dan Fedor - Founder, Blue Bottle Games

Malacodor's picture
Malacodor

Make the chance of being played dependent on track length, if possible. That should solve the problem.

Ran around with a clown mask before it was cool