So I made a level generator similar to The Binding of Isaac for my top down RPG game. I decided to have every room have a name so that the player can differentiate the rooms better and so I can have opportunities to make trap rooms / treasure rooms. There is however this Heisenberg bug. Every once in a while, this mysterious room would be created titled “Room 35”. It would be rare to generate, but I definitely didn’t intend for a room like that to be created. This room would come and go. Whenever I try to investigate its origin, it will always disappear. I can never get it to generate again.
Until 1 minute ago. I finally caught that sucker and I analyzed the sheesh out of it! I traced my code over and over again until I found what was causing that room to generate. I know how to get rid of it. I can unplug its life support right now. But I decided not to. Instead, I will literally make my bug a feature. This room will be the Ray Gun to the Mystery Box. It will be the challenge room. If any poor, unfortunate player comes across this room, they should be scared. I am going to make some room-exclusive enemies for this one room. It will have it’s own texture packs and sprites just for this room. If the player someone how manages to survive this one room, I will reward them with a legendary item drop.
I will somehow tie this room into the lore of my game. Im not sure how exactly, but it will be there. This will be a little secret of the game that I want players to experience. What do you think? Have you had a similar experience where you just decided to willing keep a bug?
Years ago I was working on a multiplayer bomberman clone. I had successfully made a level editor and had multiplayer working. You could even use the levels that you created in multiplayer. Then one day I was testing my game. I was walking forward, bombing crates and the usual. Then, for some unknown reason my character teleported thousands of units away. I ended up abandoning the game. To this day I have no idea why it happens and I still have the project. If Unity were around back then, I would’ve figured out how to solve that problem. But I was using Blitz3D back then and it was a lot harder to debug things.
The original design of Pond Wars called for realistic wave physics. However early play testers commented that the loved the boats flyin through the air and doing crazy flips. So it stayed.
Not quite something I kept, but something I might deliberately introduce again. When trying to model a “human” in 3DS Max for Valentine’s Day Escape, I added a Symmetry modifier. That includes a Mirror operation, which basically scales the object by -100% (i.e. scales it in the opposite direction). When I imported the character into Unity, they appeared to be inside out, apparently due to the surface normals being flipped.
I fixed it for that project, but I have a plan for a S.T.A.L.K.E.R.-style world as a later project, so I may end up putting it in that, just to screw with the player.