There have been many a Game Developer to learn the hard lesson of, “Don’t commit anything right before showing your game off.” While this holds true, sometimes, it has to be done in order to make sure that what you are showing off does in fact, work as intended. That is how “OOPIBROKETHEBUILD” was created.
“OOPSIBROKETHEBUILD” is the one version of The Root of the Problem that is not in our builds repository, it only exists on a handful of computers in a room, probably erased at this point in time. It is a build of the game that has the unique feature of not having a version number. The whole reason why “OOPSIBROKETHEBUILD” exists is because the version of the game we were going to be using was unexpectedly broken to a level none of us knew going in. I was there setting everything up when we noticed a large amount of controller issues. Player 2 controlled Player 1’s attacks, Player 1 controlled Player 2’s weapon changing, sometimes there was a Player 3 so one person would have had to use a controller. In the state it was in, the game was unplayable, let alone testable. Now, depending the team, a multitude of options are presented when the build is non-functional. One can either pack up and go home, persevere with the broken build, or the option our team took; try and fix it. “OOPSIBROKETHEBUILD” was the product of trying to fix the problems very quickly, and it did work for the purpose it was needed for, but making “OOPSIBROKETHEBUILD” really showed how Team NAH interacts with each other as a whole.
What that interaction is is hard to write in words. No one blames anyone when something doesn’t go according to plan, we all shake it off and figure out where to go from the current point. With “OOPSIBROKETHEBUILD”, we all saw that the build was broken, and instead of trying to figure out what broke it, we decided on making a new build so we can keep on testing. As a team, we are all friendly with each other, and I think part of that is because of how we see The Root of the Problem. It’s a game we all enjoy the concept of, and enjoy working on. It’s an aspect I don’t see in other teams, that might be because I don’t see the internals of that team and how they interact, or it is not just there. All the other teams seem very serious about their games, while we are being serious also, but having fun at the same time, and I think that shows in our work and our presentations.