Pleasant and helpful error messages

By Shamus Posted Wednesday Oct 1, 2014

Filed under: Programming 132 comments

This was originally a commentary on the talk by Jon Blow about creating a programming language designed specifically for games. At one point he mentions “Pleasant and helpful error messages” and I got caught up thinking about what that would really entail. So let’s talk about compiler errors.

Compilers are very bad at giving us useful error messages. I’ve been doing this for decades and I still get errors that baffle me. You could make the case that “better error messaging” could be a whole project in itself. You could keep yourself pretty busy by just ditching the whole “new language” idea and just attempting to give the C++ compiler more useful output. (Although that’s probably a bad idea, for reasons I’ll talk about below.)

There are errors that don’t make sense and point to things that aren’t the source of the problem. They also lean really heavy on the jargon. This is a subject near and dear to my heart. I mean, this article exists because I have this compulsion to help other people understand difficult things.

Lots of people point to templates and classes as a source of baffling messages. But rather than dive into the deep parts of the language or pick on some goofy obscure edge-case, let’s look at a really simple error:

Continue reading ⟩⟩ “Pleasant and helpful error messages”

 


 

Experienced Points: Can Virtual Reality Actually Hurt You?

By Shamus Posted Tuesday Sep 30, 2014

Filed under: Column 134 comments

My column this week is a little more anecdotal-ish than usual. It’s a bit about VR sickness in general, along with some of my personal experiences with it.

Just a bit of personal curiosity here, but have any games ever made you sick? Which ones? It’s been SAID that Descent made some people queasy, but I don’t think I’ve ever heard anyone say the game made them personally sick. It’s always “some [other] people”.

 


 

Diecast #75: Diablo II, Final Fantasy 13, Concursion

By Shamus Posted Sunday Sep 28, 2014

Filed under: Diecast 180 comments

The plan this week was to talk about the canceled Blizzard MMO and a few other current topics. Instead we talked about a sixteen-year-old hack-n-slash. I don’t know. That’s how this show goes sometimes.

And yes, I’m still fiddling with the theme music. Based on the feedback last week, most people would prefer if I just went back to the original theme that we used for 70 episodes. I might. But allow me this little vanity for now. It’s short and I’m having fun with it.

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Hosts: Jarenth, Josh, Shamus, and Rutskarn.

Show notes: Continue reading ⟩⟩ “Diecast #75: Diablo II, Final Fantasy 13, Concursion”

 


 

Last of Us EP6: Very Poor Life Choices

By Shamus Posted Friday Sep 26, 2014

Filed under: Spoiler Warning 133 comments


Link (YouTube)

We already had the discussion on consumable melee weapons last episode when we talked about breaking metal pipes. Let’s not have the exact same discussion about shivs. Instead, let’s talk about buildings:

In the episode I said that buildings ought to be standing after just twenty years. (Assuming they weren’t bombed.) I mean, there are hundred year old buildings all over the place (especially around Boston) and buildings shouldn’t suddenly fall over just because people stopped sweeping the floor. But then Josh pointed out bursting pipes, and now I don’t know what to think. Let’s just set aside the bombed-out scenario we see in The Last of Us where (basically) warfare has turned the place to rubble. Let’s just imagine one of those “everyone is suddenly gone” scenarios:

Continue reading ⟩⟩ “Last of Us EP6: Very Poor Life Choices”

 


 

Last of Us EP5: The Brick Thief

By Shamus Posted Thursday Sep 25, 2014

Filed under: Spoiler Warning 89 comments


Link (YouTube)

So Joel rolls up his sleeves, and Tess walks around with bare arms. This is silly. But it doesn’t bother me as much as this:

Watching the episode after recording, I see that Joel’s metal object (a pipe, I think) snaps in the middle of combat. Look, I understand the need for the player to gather and manage resources, but that is simply not good enough as a reason for having heavy-duty objects snap in half after a few hits. Neither is the “well, maybe it rusted!” excuse. Get a wooden bat, and see how long it takes you to snap it in half by pounding away on a mattress, punching bag, or other things that give and bend the way the human body does. I’m not saying it’s impossible, but I am saying it’s not going to happen after five swings. It’s certainly not going to be common. And I don’t care how ripped you are, you are not going to snap a metal rod on a human torso. Guffaw.

We’ve got bullets, guns, potted plants, food, pills, bricks, shivs, and documents. The player has lots of crap to gather up. Please don’t add this ridiculous nonsense to a game that’s trying so hard to be taken seriously. I could hand-wave it (like so many other mechanics) if it made for good gameplay, but melee weapon degradation was an annoying contrivance twenty years ago, and it hasn’t become fun since then. Now it just looks silly.

Having complained about all that, I do like the approach to combat that this game takes. Most zombie games have you fighting waves of them, but TLOU keeps it small, focused, and tense.

 


 

Last of Us EP4: A Garbage Block Puzzle

By Shamus Posted Wednesday Sep 24, 2014

Filed under: Spoiler Warning 99 comments


Link (YouTube)

When The Last of Us came out, actress Ellen Page accused the developer of ripping off her likeness. The similarity is pretty strong to me, but it was even more striking before the changes to the character’s face part way through development. Not only does that look like Ellen Page, but the voice is kind of similar as well: Both the actress and the character have that same middle-register, slightly rough voice that’s unusual for women. And of course the Ellen / Ellie thing didn’t really help Naughty Dog in their claims that the similarity was purely a coincidence.

The sad thing is that Ellen Page actually was starring in a videogame at the time this was going on. She appeared in Beyond: Two Souls, a game which didn’t do nearly as well. It was another adventure of the David Cage variety, and we all know how those games go. I’ve been saying that, “If your game is trying to be a movie, then Last of Us is how you need to do it.” Beyond (disclosure: I haven’t played it) is criticized for being the antithesis of this: It’s a game that’s low on gameplay and interactivity, and telling a story that’s muddled, meandering, cliche, nonsensical, and in no way good enough to stand up as a movie. Again, I haven’t played it, but having played through some of David Cage’s other work I’ll say that description sounds extremely plausible.

The whole situation is kind of screwed up. Imagine if someone had used CGI to rip off Bruce Willis in appearance and voice, and used their fake Willis to make the critically acclaimed Die Hard. And meanwhile the REAL Bruce Willis was starring in Hudson Hawk, which opened opposite of it.

 


 

Experienced Points: Just How Does the Oculus Rift Work?

By Shamus Posted Tuesday Sep 23, 2014

Filed under: Column 62 comments

My column this week is a piece-by-piece breakdown of all the crazy bits of technology we need to make the Oculus Rift work. I’m a bit nervous about this. I strongly suspect that it’s something people are curious about, and I don’t think anyone else is doing these plain-English descriptions right now. So there’s a demand for articles like this, but I’m not sure I’m the best guy to do them. I didn’t even understand chromatic aberration until Michael Goodfellow explained it to me a week ago. I’ve read a lot about the hardware in the last couple of weeks, but I could still be missing something.

Still, there’s my take on it. It’s a complicated little gizmo.