Brianna Wu / John Walker Flynt - "Biggest Victim of Gamergate," Failed Game Developer, Failed Congressional Candidate

i find the more like this game suggestion funny
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Holy fucking shit.

I've spent a good couple of hours now browsing the code. The vast, vast majority of the game logic exists in one class, the disassembly of which is almost 16,000 lines long! To put this is to context for non-programmers, I consider a class to start getting unwieldy to maintain when it's over 2000 lines.

Tracking the game state changes is incredibly painful, because it's all in one gigantic IF statement. It's not that they've even built a state matrix, like a parser generator might. It's just IF we're in this state, AND this thing happens, GO TO this state. It's madness.

What I'm really looking for is evidence of this super-seekrit easter egg that Wu has dropped hints about. I have yet to see any evidence that there's special logic for anything.

How the "special edition" is gated from the normal edition just seems to be a single variable flag, there is just if statement gating around the extra scenes. All the files they refer to appear to be present in my non-special edition. I suspect it's easy enough to turn the normal edition in to the special edition without paying for it, I'll try to figure out how that's done.
I don't use Unreal but wasn't the logic largely made with Blueprints? It might compile into code not fit for human consumption, then decompiled as that mess.

EDIT: For clarity, Blueprints is the visual-scripting module for Unreal. If you have used Blender, it's similar to the post-processing nodes, just with logic instead of visual filters. It basically requires almost no actual typing, just connecting boxes. IIRC you can add some typed functions or short scripts and whatnot, but they are bound to be on the small-ish side.
I recall seeing screenies of Bri using it before, so I assume that's somehow how the whole thing got hacked together.

I personally think it's maddening and much harder than doing actual code, but might be because I am an old dog.
 
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That's... that's nice Frank. Good effort. I'm sure your 625 followers will make sure the backers find out.
https://tweetsave.com/thefrankwu/status/773262263469871104

Also Wu dun goofed, the Mac version hasn't been mentioned in forever but this is still on the campaign page:

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A friendly reminder that the Kiwis and Gamergators got their hands on the game before the people that financially backed the fucking game to begin with.

Well done, Flynt.


EDIT: I still can't believe that this is 2.7 gigs. What is this coming with, bloatware for Norton Antivirus?
 
This is a glorious day.

R60 has improved ever so slightly but still has managed to be shit beyond shit. the Steam reviews and discussions are a hilarious dumpster fire, the coding is so incompetent you can just skip to the ending with the dev console and get shit you'd otherwise have to pay for doing the same.

The twitter mentions are even more hilarious, with damn near everyone shitting on John openly, and even if they manage to fulfill every promise of that Kickstarter, Wu will never be able to produce another damn thing because this thing will be forever remembered as a gigantic flop that still managed to piss people off.
 
EDIT: I still can't believe that this is 2.7 gigs. What is this coming with, bloatware for Norton Antivirus?
Is that 2.7 GB with or without the special edition included? If yes, then the special edition is simply another copy of the base game with maybe something in the opening prompt to enable all of the special edition features. I can't think of any other reason why the filesize is so large.
 
Hahahahah, I am willing to bet there's actual GOTO statements in the code. Amateur hour indeed, John. Oh wait, you can't code, so it's probably one of your "diverse" staff that did this.

I'm not even sure unrealscript has GOTO, but this stuff is close.

For example, I was just looking at the function that generates that 3 word code which you're supposed to input in to the sequel so it knows what ending you got. It's just encoding something like 3 or 4 boolean variables, but the function is over 500 lines long.

Maria was definitely not good at programming when she wrote this shit. You could just write a damn lookup table and the function'd be like 3 lines long.
 
Also Wu dun goofed, the Mac version hasn't been mentioned in forever but this is still on the campaign page:

qITCmiF.png

I was wondering about that. The Kickstarter says the Mac version was a 20k stretch goal.

But in the update video Frank clearly says 10k at ~10:20

 
Holy fucking shit.

I've spent a good couple of hours now browsing the code. The vast, vast majority of the game logic exists in one class, the disassembly of which is almost 16,000 lines long! To put this is to context for non-programmers, I consider a class to start getting unwieldy to maintain when it's over 2000 lines.

Tracking the game state changes is incredibly painful, because it's all in one gigantic IF statement. It's not that they've even built a state matrix, like a parser generator might. It's just IF we're in this state, AND this thing happens, GO TO this state. It's madness.

What I'm really looking for is evidence of this super-seekrit easter egg that Wu has dropped hints about. I have yet to see any evidence that there's special logic for anything.

How the "special edition" is gated from the normal edition just seems to be a single variable flag, there is just if statement gating around the extra scenes. All the files they refer to appear to be present in my non-special edition. I suspect it's easy enough to turn the normal edition in to the special edition without paying for it, I'll try to figure out how that's done.
She works her team up as definitive proof girls can make games and THIS is what they come up with.
They're a disgrace to female game devs everywhere.
Like, seriously, who the fuck puts all their shit in one class?
 
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