![]() ![]() The Protoss Carrier regularly lagged behind other units because it had its own way of doing … everything. Some bugs were related to the development process itself. Other game developers have reported similar experiences with their sync bugs: Ages of Empires and Supreme Commander. Others, like a multiplayer synchronization bug, would pop up and require dedicated attention from several members of the programming team - sometimes weeks of effort for a single problem. Many of those bugs were trivial, and needed only a little attention to fix. Like any game in the latter stages of the development process there were defects galore that needed to be found and repaired and the bug count still numbered in the thousands. ![]() In any event, towards the end of the project we had a set of problems that prevented launching. Blizzard’s “when it’s done” policy for game launch was as much an admission that no one had any idea when we would finish as it was a commitment to releasing quality products. While we always had launch-date “goals” (though “wishes” might be a better term) we tried not to announce publicly until there was a good chance that the game would be ready at that point. “Fortunately” - and I use that term advisedly - Blizzard had previous experience shipping games late. During the development of StarCraft there were times when path-finding just didn’t work at all.Īs the development of StarCraft dragged on it seemed like it would never be done: the game was always two months from launch but never seemed to get any closer to the mythical ship date. Game-unit path-finding is something that most players never notice until it doesn’t work quite right, and then that minor issue becomes a rage-inducing, end-of-the-world problem.
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