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I see you use this line too much.
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I really wish I didn't have to.
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Stuff like this happens. It's a smaller game that probably didn't get a lot of loving QA. I'm not saying it's ok but I'm not going to jump on the programmers either because lots of games no doubt have problems like this during development, and lots even have physics problems on release. It's not like they couldn't fix it, they just don't know it's there.
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It happens, it happens quite a lot, frankly. I don't think it's a bug per se, it's just whoever implemented the gliding didn't thought this one through. Somebody had to be deliberately lazy while programming this, if you think about this.
The mechanics can be broken down to this:
You can glide if you are in air, have a flower, and press the button to enter the gliding state. While in gliding state there's a new (probably Integer) variable that decreases through the time and after it reaches a certain number the flower dissappears.
What should happen is:
If a player decides to unpress and press the button again the Integer variable should be at a same state as it was on the unpressing event, so you can't continously glide.
What really happened was probably something like this:
Each time you enter the gliding enters the state there's a new declaration of that Integer variable with no regard of previous instances of that state.
What I mean is, it shouldn't even reach QA. It's one of those things you should take care of as you program it. You do a little testing as you code it (especially in Unity). I think it can be compared with cases like: "As the character moves to the right, pressing also left causes the player to glitch in both directions". This stuff should be 101 of game making. Being a small team only adds to the misery, as small teams much easier to manage (and thus, find such things) than big corporation teams of hundreds of people.
I'd like to repeat my point about Grow Home being a small-scale game with not a lot of mechanics in itself. It's not that easy to miss that hard of stuff.
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Grow Home was a internal project made by Ubisoft devs goofing around with Unity and then they decided it was fun enough to give it a public release. It sure isn’t going to win any awards but it’s fun to goof around in for a couple of hours. I’m sorry I mentioned it since it’s kicked up a minor shitstorm apparently.
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It's still a commercial product, and it was not free for everybody, it costs 8 dollars. Not much but enough to expect a certain degree of polish.
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But grow home was.
If your paying for something and they give you something extra then the something extra is free.
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There is no such thing as a free game.
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uuhhhhh....yes there is. occasionally i can download certain full games for completely free on Xbox Live because i have a gold membership. you keep the games permanently too. Mafia II was one of those games, i still haven't played it.
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That's a common misconception, actually. It's true that most of games given "for free" to the public aren't in fact, for free. "Free" in a money sense, yes. But if somebody comes to you and say: "Hey, you can have this game for free, on the condition you'll put a poster saying you absolutely love this company (publisher) on the window of your home so everybody can see it", nobody would really say it's completely free.
That was the case with free Origin games. Origin as Steam's competitor, wants to grab the biggest attention of its users so offers them a free game, as long as they're using their platform, watch their advertisements (Origin has some), and therefore be aware of the pricing and be a possible future client etc.
They recently gave out the Need For Speed Most Wanted (not the cool 2005 one, the bad 2012 version)... But there's a catch: It has no DLCs included. The DLC pack (there are LOTS of DLCs for the game) costs like a full game. I haven't played it (nor do I intend to) but it certainly leaves a big room for suspicions.
On the other hand, there actually exist fully free games. Games that go open source, like Warzone2100, and has been taken care of by fans for years. No ads, no anything.
As for PS+/Xbox Live, I *really* don't want to make a long debate on how it's an anticustomer customer system. I'll just post
a dunky's video, while it's humorous, it does contain serious thoughts about those two.
All I want to add is I actually had the displeasure of using PS4 with PSN for a prolonged period of time. PSN worked like a complete SHIT. I'm glad I wasn't the unfortunate sucker who actually pays money for that.
Hooray for long posts