- cross-posted to:
- programmer_humor@programming.dev
- cross-posted to:
- programmer_humor@programming.dev
Not true, I bitch about them more than ever
“Who fast-tracked this shit?” -me
“It’s a small change, should be safe, we will test it in production” -also me
Understanding how software is made, and what are best software engineering practices to make stable software only makes hate AAA studios that release overpriced crashy messes even more.
Give a man a fish, and he’ll be fed for a day
Teach a man to fish, and he’ll be training orcas to attack shipping vesselsThat’s not true - I’m complaining about the bugs in our software almost every day!
My favorite part is guessing what they do that results in the bug!
Right?? That’s one of my favorite aspects, like there’s a weird bug and you can kind of backtrack what happened like “Oh I wasn’t supposed to jump out of the car I had to walk through the precise path, I missed the trigger or something I guess??”
Hahahaha
At minimum I think it would stop people from calling devs lazy. I don’t code, but even I know for how boring Ubisoft games are, none of them were “lazy” outputs.
Yes, because you’ll be too busy being infuriated by badly designed user interfaces that you realize could have so easily been better.
Instead you report them
Longtime software dev here. I complain about code bugs all the time - I’m like, who the fuck wrote and tested this piece of crap?
The answer is probably you.
10% of the time its me. 90% of the time it’s me from the past.
True. Now I’m more triggered by the mere existence of some bugs because I can’t fucking fathom how they’d even exist in the first place.
No I for sure complain, but for date bugs… I’ll be forgiving
learn to code and you’ll forever more be going “i could probably fix this if i could be fucked to get familiar with the codebase”
Staring at some open source code in horror, like you just flipped to a random page of the Necronomicon.
I start to appreciate games that implement complex and sometimes rarely noticeable (immersive, boo) mechanics that come off naturally. And I notice how a thought pattern behind bad ones could’ve progressed.
Bugs? My favs are buggy to the point some of these bugs became their own mechanics. I only get annoyed when the game bores me out, and if bugs can’t make me feel like it, it’s fine. And some better-done games are pretty boring to me.
Dying to a stupid bug is a great way to suddenly get frustrated though. Hard agree with you though, buggy games are my favorite. Especially small indie projects because I you can find the great bugs.
Dying to a bug in indie game can be so hilarious some youtubers in niche game communities got their rep from doing compilations of these. Case in point: PhanracK of WH:VT2 fame: https://www.youtube.com/watch?v=mGlWiMg3bUg
Have you got some like this to follow?
I don’t know any YouTubers other than “Let’s Game It Out”.
My fav game to speedrun is Neon Boost (free on Steam) because of several bugs I have found in the game. Otherwise a small boring indie platformer about rocket jumping is made fun (to me) through exploitation of its physics.
- Diagonal movement is faster (hold two adjacent directional keys). Sliding makes you even faster.
- Precise rocket jumps can receive more velocity than the developers intended, allowing you to skip many parts.
- You can touch the end of stage goal post from underneath the platform.
- You can wall jump off of the top of walls, allowing for many skips and time saves.
- You can get massive upwards velocity by sliding into a small couple-pixel ridge and jumping precisely once you touch it. This is possible on the starting platforms of all World 1 levels. It basically only improves individual level speedrun records, except on one level where you can skip the whole level and complete it in 1 second (an 9x faster than intended.
My crowning achievement was completing the final level of World 1 (1-12) in 18 seconds. The Devs expected a fastest time around 40 sec.
Put four pots over the squares over the ground.
Shoot the dragon head statues, the pedestals raise.
The pedestals make stone grinding sounds and…
Only one pedestal has raised, the pots have caused the animation to bug out and the game engine to assume that the pedestal is in the final position on the floor.
The floor position has the lever locked.
The game developer never anticipated what a massive idiot I was
Bugs? My favs are buggy to the point some of these bugs became their own mechanics
This is pretty much half of competitive Brood War.
False
Tbh, while it is funny out-of-context, I encountered the same exact thing (and I can guaran-fuckin-tee the offender used copilot for this).
It’s not funny to be on the receiving end of this, ESPECIALLY in professional environment, where you should not react like that 😅
But sometimes it’s just what people need to get their shit together. People get too complacent sometimes, and when everyone has to deal with the consequences sometimes a little emphasis on how bad things are is necessary.
I agree, but would like to add I find AI generated code without thought or care put into understanding it more offensive than this to begin with.