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25-01-Adventure:19: Tweaks That Break Blog
19th January 2025
Broke the game, yesterday. Woohoo!!!

-=-=-

I spent a good hour or so trying to figure out why I broke it.
I should probably be jotting down all these numerical variable functions into some sort of spreadsheet, or at the very least a few commented lines of what I'm using them for.
But yesterday I reused one, and the whole game broke down in a chaotic fashion!

It's my own fault.
Decades of old-skool methodology has lead to me using a plr[0-1500] array for all manner of bits and pieces. Scores, lives, position, speed, acceleration, and in Shoebox's case, doing that for multiple players, whose turn it is, measuring those little timer-based events and more.

It's the way I grew up. I make a single array and I reuse it. It reduces the risk of a memory leak if all your values are stuck within a chunk of memory that you've pre-determined.

But when you smash it headfirst into the world of rapid-prototyping that is AGameAWeek, and you're haphazardly coding games at a rate of 50+ games a year, and you're jumping between various projects in various languages, and not jotting down what values you're using for what purpose.

... Yeah, that's bound to happen.

I eventually got the game working again, but I've wasted a good hour or so of dev-time trying to fix it.
Today I need to get the last few cards working, ensure the AI can play to the best of its ability, and then do the end-screen.
It shouldn't be too hard.

.. Unless I break it again!

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