So I recently had a university project which focuses video game audio. We had to work in groups of 3 students and the task was to create a video game which uses audio as a gameplay mechanic.

Our idea was to create a game where you collect different audio samples which get looped as background music, and you have to select the correct ones to have a nice tune. To make it a bit more challenging we had enemies, guns and grenades plus doors which only open if the correct music is playing.

The guns fire on-beat, and the grenades always explode on the first beat of the next bar.
It was quite challenging to get things synced since even small offsets are noticable.

I wrote some nice code and theoretically it should have worked but for some reason the gun shots and the grenades didn't quite hit the beat of the music.

I tweaked stuff, created workarounds, optimized lot's of code to get execution times down but it still only worked sometimes.

I tweaked more and more only to realize that the timing drifted over time.

At that time I worked 20-30 hours on tweaking and trying to get it perfectly timed.

After recalculating some numbers I realized that all the audio samples are recorded at 135 bpm, but the guys who did the recordings said it was 130bpm.

I asked them if it could be the case that the samples are 135bpm and they said:
"yes, they are at 135 bpm as we told you"

I scrolled back in the telegram conversation only to see that they said 130.
Changing the number to 135 resolved all the problems and all of my workarounds and tweaks weren't needed.

So I worked for nearly 30 hours just because they didn't notice their fault and even when they realized that the timing is off sometimes (which took forever because they never played the game), they didn't even consider that they might have given me the wrong numbers.

This all wouldn't be that bad if both of my teammates had worked for more than 15 hours but they didn't. I did all the hard work and the only single thing they did fucked up my workflow. It fucked up the system I created and it fucked up the gameplay as things got unpredictable. Because of their fucking fault I worked as much as both of them combined IN ADDITION to all the other work I did (built 3 maps, coded everything, created animations, ...)

I love working in teams, but only if the whole team is motivated. Those two fuckers were the exact opposite.
Luckily i found the error so I could fix it, but guess with whom I'll never ever work together again?

  • 9
    So... Can I play your game?
  • -1
    like... pls 🙂
  • 6
    @starless I never thought of releasing it to the public. I'll check if im allowed to and reply on this thread asap.
  • 1
    I would like to try it also. Sounds fun.
  • 2
    Sounds really interesting. I want to play it
  • 2
    I want to play it too
  • 3
    That "sounds" fun!
  • 0
    @winterfruit to be honest the sound is not awesome. I couldn't do better tho
  • 5
    @starless @thedev sorry guys I'm not allowed to release the game. We used some assets and tech which are for educational purposes only. It would obviously free, but some licences don't even allow that.

    I should check licencing before including stuff in projects in the future so I can release them.
  • 1
    @twinflyer don't worry its fine. ☺
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