|
|
|
|
|
by sandinmyjoints
341 days ago
|
|
(From a non-game coder) How do teams keep track of which events need to be tracked in state, what their names are, etc.? (Not how as in how is this possible, but rather, what kinds of processes have evolved for this.) Like are state events typically planned out ahead of time, or do devs realize which ones they need as they go? What if I want to add a new event to state, how can I check if someone else has added it -- do I just scan all the names in the code and hope that it was named something that I will recognize? |
|
For most games I've worked on the most senior game designer will control the game specific flags and then levels will be "owned" by individual designers and they will control the level flags.
Someone, usually the most senior game designer, decides how many flags the game gets and thus the max number of flags each level can have.
If this seems a bit uncontrolled to you.. then yeah it is and yes that's why a lot of games are full of bugs :)
This has become less of an issue as runtime memory has expanded and save games can be HUGE. In the N64 days the constraints were more real and a bloated save game could double the cost cartridge manufacturing and destroy any profit the game made (Nintendo charged a lot more for cartridges with larger battery backed memory).