Just got home (job stuff)
Game's almost done. We're pretty sure it'll be finished tomorrow... everything's falling into place nicely.
The QA department is kinda dumb. When the same graphical glitch happens under the same circumstances on three different levels, they each submit three bug reports just to make sure we know about it. There's like six testers. I swear I spent more time closing duplicate bugs today than I spent actually fixing them.
The most aggravating thing today was spending like an hour going back and forth with one tester whose English skills were lacking, who was saying something or other about a sequence of key presses which was both incomprehensibly stupid and resulted in exactly what I thought sounded the most logical for it, but he kept on reopening it as a bug when I kept on saying "That's how it's supposed to be, what's the problem?" Finally Antoine stepped in and found out that the real problem was that when the inventory screen was opened up and then closed right away, the item sprites only appeared for one frame. Fancy that — the sprites only showing up for one frame when you close the inventory screen after one frame! The mind boggles.
I'd be asleep right now but I'm hungry but I don't feel like going out to get any food. That and I've kind of forgotten what sleep feels like. But tomorrow it's all over for a while, and then we go to a saner schedule.
It's amazing what we've gotten done in just 3 months. Especially with how amateurish it looked a week ago and how polished it looks now. Even with James getting pissed every time I tweak his crappy UI element wording to make it not suck.
Still, this isn't too different from w hat I always did in my spare time as a grad student, except I get paid for it. Well, and I have to put up with others. It's like never-ending office hours sometimes, except with people who actually ask questions.
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*You should start making more of these soon