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Keeping the game code in Blueprints (AKA spaghetti code) is paying back

4 years of looong loooong unstopped game development.

It has evolved too much thanks for the millionare anual earnings that developers were motivated enough to create a total of 44,7 GB and 2.464 files, most of these files have hundred more compressed.

The work that has been made is truly amazing, but devs were ignoring all this time an issue chasing them since the begin, which has been evolving in the shadows, and this with update build reached its major issues ever in this game. This is what is known as "blueprints"

Definition: Blueprints programmings consists on being one of the most lazy coding ever made for videogames, this one designed by Unreal Engine is not so bad, but still they are offered by the egine to work with a different one (I'll talk about this later). The method blueprints uses is basic programming which is easy to understand even for people who don't have much knowledge about coding, it can be described as squares with presets which can be modded, linked between all each other (this confusing web they make is what originates the AKA spaghetti code).

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The problem with blueprints is that is not really a reliable programming, is a system already programmed made to program games of apps, so the coding isn't entirely free and causes limitation towards for example optimization and making the spaghetti run around million of squares causes the famous bugs and the heavy update of content caused the current present build to work with a total of 92 reported bugs, each can be found in this discussion not made by me https://forum.deadbydaylight.com/en/discussion/209981/known-issues-with-this-chapter-a-lovingly-crafted-list-for-your-viewing-pleasure#latest

The single solution that would reduce at least 80% of the unintended game bugs, optimize the game for all platforms and enforce the game security, is merging the code into the alternate coding Unreal Engine offers: C++. This one consists in prefectly organised code lines with no limitation and less use of reading memory when being launched. I heard devs wanted to do this merge long long long ago... but there are no single progresses found in their files, it's all growing blueprints non-stopping.

With this post I hope devs stop for a minute on updates, hire people with knowledge about C++, and fix their game once for all after 4 years, so they can stop releasing unfinished and broken content at full price with barely warning of all the real issues or changes.

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