Builders Share Methods And Secret Hacks That Make Video games Work

A man gives a thumbs up while holding a broken vase fixed with tape in front of TVs.

Picture: Kotaku / Tortoon / Alexander_P (Shutterstock)

Do you know all of the horses in Murderer’s Creed 1 are constructed utilizing actually fucked up human skeletons? Or that Titan Quest used invisible squirrels as in-game timers? All of that is true and is extra proof that video games are principally wild collections of code and hope which have extra in frequent with miracles than they do with software program.

Video video games shouldn’t work in any respect. That is what I’ve discovered after studying tales shared by devs about making video games and all of the methods and hacks used to get this stuff operating. These tales of hacked-together options have all the time been round, however a latest viral tweet about invisible squirrels getting used as in-game timers has led to a brand new wave of tales rising on-line that present, as soon as once more, how video video games are principally held along with tape, magic, and a few sticks.


For an excellent instance of this, let’s begin with a tweet from Charles Randall, who labored on the unique Murderer’s Creed. He shared two fascinating developer hacks about hidden arms and fucked up horses.

It seems, in Murderer’s Creed, the crew didn’t have the finances to create a particular, customized skeleton rig for fellow murderer Malik. So, when the character loses an arm, it’s really nonetheless there, however simply inside out. Randall defined that when you clipped the digital camera into his mannequin you’d probably see a “tiny little scrunched-up arm contained in the bicep.”

One other, wilder AC1 hack includes the sport’s horses. Randall defined that horses within the sport have been created out of “twisted fucked up” digital human skeletons rigs as a result of, on the time, the crew’s tech solely labored correctly with bipeds.

“Cheers to the wonderful animators and riggers that managed to make that man appear like a horse,” tweeted Randall.


On Twitter, sport developer Luke Parkes-Haskell shared a easy repair that was utilized in Fable: The Journey, the Kinect-only Fable spin-off launched again in 2012. In keeping with Parkes-Haskell, the crew encountered an issue proper earlier than transport the sport.

The problem: Sure grass and water supplies wouldn’t correctly render within the sport. As a substitute, gamers would see the sport’s default grey checkerboard textures utilized by the devs throughout improvement. However with time operating out earlier than launch, the crew discovered a sublime and fast repair. They only swapped out the default dev texture from checkerboard grey to flat inexperienced. Downside solved and the sport shipped.


Darkish Desk shared a narrative about how they labored at a studio the place the engineers weren’t in a position to present the designers with timers or any technique to delay triggers or sequences. They did, nevertheless, have entry to falling objects which featured physics and collision. In order that they hacked collectively their very own timers by dropping in-game packing containers off-screen from totally different heights to set off occasions utilizing the objects’ collision.

Whereas they didn’t really feel snug sharing the identify of the studio or the Dreamcast sport in query, Darkish Desk shared a joke with Kotaku about testing the sport on 50hz TVs.

“I consider the primitive physics system was frame-rate dependent,” Darkish Desk defined. “So after they first did testing on PAL TVs (50hz) as a substitute of NTSC TVs (60hz) all the timers within the sport have been off by a bit. I feel this was really when the engineers first found what the designers had been doing (and it was too late to vary it).”


Rolf Klischewski, a dev who labored on The Settlers III, shared how the crew was in a position to ship the sport regardless of huge desync issues when taking part in on-line. After spending weeks searching for a repair, someday the error message confirming a desync had simply stopped showing. In keeping with Klischewski, the CEO praised the coders for his or her laborious work. However then he revealed what actually occurred:

“Few of us knew that one in all them had simply REMmed the error message.” In different phrases, somebody added a little bit of textual content to the code to make the error message go away, which doesn’t actually repair the issue, nevertheless it does allow you to ship the sport. It’s the game-dev equal of inserting some duct tape over the “test engine” gentle in your automotive.


Artist and sport developer Alex Zandra shared a narrative about a small bike sport she made that featured roguelike development. As she advised Kotaku, her track-building system used pre-built vertical degree chunks after which positioned them collectively to create a seamless observe gamers would then race throughout. All of this occurred throughout the loading of the extent.

Nonetheless, there was an issue. Each single time a degree was generated, it will place an additional, unintended and enormous wedge part on the very finish. Realizing that it will take too lengthy to rewrite the code to repair this hard-to-solve bug, Zandra went with a distinct, much less “elegant” hack.

A screenshot that shows a cartoon motorcycle driving up a small hill.

Screenshot: Alex Zandra / Kotaku

“I simply left that in and as a substitute made slightly little bit of code to destroy the odd block out,” defined Zandra.

“Technically when a degree begins that bizarre oversize ramp block is there on the finish, however fortunately it’s too far forward for the participant to see it, and my additional code finds it and deletes it earlier than it even comes on-screen. Not precisely elegant, nevertheless it works!”


Typically these sport improvement hacks may be summarized in a couple of phrases or a single tweet. Nonetheless, Nate Purkeypile, a former Bethesda dev, had a extra concerned and wild story of online game hackery to share in regards to the incredible Fallout 3 DLC, Level Lookout.

The issue he encountered was that at one level within the DLC, the crew wanted a mansion to blow up. Appears easy sufficient. You blow it up. In case you’ve performed the DLC, you probably didn’t assume something of it. They blew it up and that’s that. However oh… there’s a lot extra to it. Due to how the engine in Fallout 3 labored, Purkeypile and the small group making Level Lookout have been unable to set off occasions far-off from the participant. Something within the distance you see was only a static object.

The answer to this concerned utilizing one piece of already current tech in the primary sport: repurposing the system used to explode Megaton in Fallout 3. 

Regardless of the mansion being proper in entrance of you, Purkeypile defined to Kotaku that it “needed to be of that ‘distant explosion’ object kind” used within the destruction of Megaton within the authentic sport. “In any other case we might simply all the time have a home there if you’re distant. So this workaround allow us to then flip off that “explosion home” (that was only a home and NOT an explosion) after the mansion really blows up.”

Or to place it one other approach, Purkeypile said: “So yeah, counterintuitively, after it explodes, we flip off the pretend “explosion” home.”

You could be questioning why the crew didn’t have the sources to create what they wanted. Purkeypile defined to me that, on the time, Bethesda was pretty small. And most people then have been engaged on Skyrim. So the DLC groups had to determine fascinating and low-cost methods to make use of already current tech and belongings to unravel issues like blowing up a mansion.


Taylor Swope, a designer at Obsidian, shared how the crew made NPCs seem on displays and screens in its RPG, The Outer Worlds. It seems that everytime you see somebody talking to you on a display or monitor, the character is definitely close by in a separate room embellished to appear like the realm they need to really be in when sending the message.

Swope defined to me that this can be a frequent trick that may be discovered in lots of different video games. For instance, I’ve seen this myself when no-clipping and exploring ranges in Valve’s Half-Life 2.

As for why devs use this feature as a substitute of pre-rendered video information, Swope defined to me it principally comes right down to file dimension.

“Video information get actual huge, actual fast. So not having to incorporate them within the sport information is a plus,” mentioned Swope.

“For video games like The Outer Worlds, there’s additionally a whole lot of participant interplay concerned in conversations like this, and so the sequence taking part in out on the display wants to have the ability to reply dynamically.”

“We may theoretically pre-render every response in a separate video and decide which one to play based mostly on the participant’s selections, however you then’ve acquired even MORE video information to cope with and have to construct out a brand new system only for that. It’s simpler to simply use the dialog system we’ve already constructed and seize the opposite aspect of the dialog ‘reside’.”


Sport developer Logan on Twitter shared a easy resolution to a digital camera problem they saved operating into whereas engaged on their sport, Go Fly A Kite. Utilizing a first-person perspective, the participant would spawn whereas seated in a bus. Nonetheless, this brought about an odd bug.

“Basically the participant would spawn in,” Logan advised Kotaku “and the participant digital camera would attempt to transfer to its ‘docked’ place on the similar time, inflicting the digital camera to do that 360-degree flip.”

Having your sport begin with such a wild digital camera transfer wasn’t a part of Logan’s plan, however fixing it was difficult. So as a substitute, Logan merely added a pretend 2-second loading display that performs proper because the scene begins and after the actual loading display.


Lastly, Georg Zoeller defined on Fb (which was shared on Twitter together with his permission) an enormous variety of wild methods and hacks utilized by totally different groups throughout a big number of widespread video games. Listed below are only a few of one of the best ones they shared:

Within the MMO Star Wars: The Previous Republic, all exploding barrels are crammed with shrunken invisible folks, as solely NPCs are a legitimate harm supply. “Sure, that’s proper, somebody is blown to bits each time you shoot an exploding barrel,” defined Zoeller.

“Oh, initially they have been advanced fashions with transparency utilized as a result of to many a designer, when you’ve gotten a hammer, the whole lot is a nail,” Zoeller mentioned. “I needed to write a script to seek out all of them as a result of they tanked the body charge fairly badly.”

A man holds an assault rifle and looks at a large green bush in an old retro shooter.

Within the navy FPS, Operation Flashpoint, Zoeller revealed that the designers had “no approach of creating explosions.” As a substitute, they launched automobiles equivalent to tanks and vans on the floor at huge speeds to create giant explosions. Apparently, on some maps, that is how they created artillery hearth.

Maybe the wildest one was in Star Wars: Knights of the Previous Republic, the place there was one random animal that managed a planet, principally.

“All international quest variables on a sure planet have been saved on an untargetable ambient creature,” mentioned Zoeller. “Seems AOE results may nonetheless purchase the creature and kill it, breaking your sport when you simply occur to kill the fitting ambient creature.”

Sorry, your sport broke since you killed the God Animal of Naboo. Video video games are wonderful.

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