Devlog · tag
blueprints
8 entries tagged “blueprints”.
-
Downwind
Street litter in Unreal Engine 5.8 that blows with the live wind speed and direction and stops against the kerb, a write_graph_dsl call that silently wrote nothing because an IsValid macro sat mid-function, an otter that looked invisible in PIE because the capture camera was inside the riverbank, a salmon texture that came out grey and flat and a Python hash() seed that changed every run, NPC schedules that differ by day of the week, and virtual shadow maps that drew no shadows in PIE.
-
Agreeing on the Wrong Answer
A frame of snooker that looked like a close game turned out to be two players
-
One Key for Everything
Three separate keys stopped working in one nine-minute playtest, for three
-
Standing Up and Going Nowhere
A sit-and-stand bug that had been shrugged off in the pub for weeks turned out to be
-
The Man Who Does It for a Living
A refuse loader who does the job for a living watched the bin round and said the
-
Forty-Five Listeners
Taking out a fishing rod switched the head torch off, because one key was feeding
-
Seven Metres Above the Road
A town bus that hovered over its own route and froze behind pedestrians turned out to be three unrelated faults - a baked height array that had gone stale under a re-carved road, an interpolation target twelve metres too far ahead, and two waiting conditions with no timeout. Includes the ground-trace fix that looked obvious and turned out to be impossible.
-
Pressing It Did Nothing
Three teleport keys in the game were dead for months while every automated check said they were fine - because the test that "proved" the binding worked injected the action and skipped the keyboard entirely. Plus the key-availability audit that lied twice, in two different ways.