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Not sure why this is getting so aggressively downvoted. A coordinate sanity check on entities is trivial to do, and at the very least should be logged.
by dvt 7y ago
Not sure why this is getting so aggressively downvoted. A coordinate sanity check on entities is trivial to do, and at the very least should be logged.
- Arwill 7y agoIts not just that, but why test quest failure for if the companion is dead, if in principle companions can't die? This is a typical case of game design where lower level engine systems like physics dictate behavior/cause bugs in higher level functionality like the quest system. Game engines do everything every frame by default, and the game has to disable/enable stuff from happening, which leads to bugs like this. With a more functional approach instead of tweaking the engine state these bugs can be avoided.
- michaelt 7y ago> why test quest failure for if the companion is dead, if in principle companions can't die? The game's hardest difficulty setting - "Supernova" - allows companions to die [1] (as well as a bunch of other changes that make the game tougher, not just stronger enemies) [1] https://www.pcgamer.com/uk/which-the-outer-worlds-difficulty-supernova-hard/ https://www.pcgamer.com/uk/which-the-outer-worlds-difficulty...
- meheleventyone 7y agoThat entirely depends on how complex the set of valid and invalid coordinates is.
- dvt 7y agoA very basic implementation would use a bounding box. This is done quite often in MMO type games to make sure players don't end up outside the map geometry somehow.
- meheleventyone 7y agoAs I said it can be easy or hard depending on the complexity of deciding what is valid or invalid. Just because you can think of something very basic doesn’t actually make it applicable to the task at hand.