I don't remember the exact hire date, but I landed my first job in the games industry 10 years ago this month, as a designer for @vanguardsoh.
My time on that project set me on course to become an engineer having touched far more disciplines than I can remember.
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I haven't revisited memories from my Vanguard days in awhile, but I recalled when I introduced this bug into the game: https://www.youtube.com/watch?v=X-fbVO6ZUkg … This bug in particular taught me a lot about architecture traps to look out for in a codebase riddled with them.
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For those who weren't there or it's not obvious, Vanguard's design was to allow absurd movement speeds, even during combat. Calculating run speeds was way out of control and difficult to reason about for designers.
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The goal was to make it more understandable, more reliable, and let the players in on how those calculations worked as well. Content being made trivial by kiting needed to be reigned in as well.
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Source of the bug was in having too much state to control run speed and it not always being clear when your runspeed needed to be recalculated, or rather it being calculated too many times while your character was in an odd state and not completely "unmounted".
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