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Unity3D and Web3 Dev. Lead Interactive Dev for @NFHeroes. Project lead on the Interactive Quests idle game. Find out more at: https://teapawt.net/t.co/pjDl31ybvK

Joined November 2021
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I really like this advice. I've always been about panicking early and often.
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The Festival of Fire arrives TOMORROW 🔥 Get ready for 8 days of giveaways for a chance to win a NFH Flame God! 😱 Tap heart if you are ready… 👀
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Most the gods are gorgeous, but this is on another level.
In celebration of Night Ape 2 releasing soon... We are giving away this BEAUTIFUL @NFHeroes God To Enter: ✅ Follow @NFHeroes 🔁 RT & LIKE this Tweet 👥 Tag 3 friends Winner picked 7/31/22 (3 days) #NFTGiveaway #NFTs #NFT
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And then came the catalyst. In an effort to increase performance, we turned off exception handling and stack traces in Unity. Pretty standard action for a production build, so we didn't think much of it. But there was a catch...
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And this is where the bug was especially insidious. 5 months had passed and I had forgotten about this piece of "temporary" code. And because it only happened when error handling was stripped out in production builds, it worked in editor, leading me to say the famous dev line:
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Now of course, once it was identified, it was an easy fix. And it should have been an easy fix 5 months ago. But in the moment, I ignored the code smell, and the advice ringing in the back of my head. "Nothing is more permanent than a temporary solution."
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TRUST THE CODE SMELL A quick thread on why you should always trust your gut when it comes to code smell. #gamedevelopment #csharp #Unity #NFHNation @NFHeroes
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For the non-devs in the room, that bit of code was responsible for determining how much EXP was needed to reach the next level. It looked forward in the EXP table for the next level and if it failed for any reason, it assumed you were at max level and returned 0 EXP.
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It was late, I felt the tingle of bad code smell, but I thought, "I'll come back and correct this later." And there it sat. For five months. Passed dev smoke tests, passed QA tests, even made it through a test season and 90% of a real season without issue.
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Try-Catch blocks have one job AND ONE JOB ONLY. They exist to catch errors. If you use them for anything else (especially logic flow) you are asking for pain and suffering. Maybe not yours, but someones. I know this, you know this, all devs know this. And yet...
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Which brings us to Unity and today's lesson in Code Smell concerning try-catch blocks and error stripping. And I'll warn you, the picture contained on the next tweet is NSFW. You have been warned.
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I can count on one hand the number of times I've seen temporary solutions fixed preemptively. Instead, they like to stay like hidden little landmines waiting for a second mistake to come along and blow them both up.
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And when he said it, it was usually because you were about to do something incredibly stupid while proclaiming, "don't worry, we'll just do this temporarily."
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A very skilled dev I used to work with (and who left me to go work on the Unreal team) always used to say, "Nothing is more permanent than a temporary solution." An adaptation of a Milton Friedman quote about government programs.
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Solving Problems with Your Community Yesterday I posted about how a collection of new features for the NFH Interactive Quests game built into an unexpected problem. Today I'd like to talk about how we addressed it. #gamedev #gamedesign #NFHNation @NFHeroes
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To keep the total number of areas the same, we will be increasing the level ranges on end game zones. Meaning higher variance near the end game as a slight balance to those that are leading the pack.
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To summarize, listen to the community, take constructive feedback non-personally, and build your apps together. We have the unique opportunity as devs to build our apps with small, passionate communities, and the worst thing we can do is squander that opportunity. <3
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