please share your most embarrassing game dev crimes. Mine: all the scripting in Gone Home is contained in 2 gigantic uScript graphs, bc I didn't know about interlinking many smaller graphs at the time. It's only 2 bc the first one started running too slow to navigate. Your turn.
During the first 7dfps, I wrote a cool function for building levels, turning simple ascii maps into wolf3d-esque blockouts.
The game’s performance was inexplicably terrible, and so I wasted half the jam figuring out why:
I’d called BuildLevel() in Update(), not in Start().