> I went through a phase a while back of holding down keys to see what they did. Back when I was a gamedev at EA, one of the things QA would do is button-mash test the games. Just smash as many buttons as they could at the same time at all sorts of random points in the game. This was a constant source of bugs. It was surprisingly easy to get the game into a state where it was totally hung because of this. One of the…
This problem contains lots of incidental complexity and it doesn’t help that folks do the opposite of the above and add a ton of accidental complexity on top. For example, for a situation with a crossfade or morphing set of 2 buttons you should:
- leverage the assumption that there are only 2, and static, buttons. - not assume that there are only 1 button present at any time.
Some end up inclined to create some “reusable” abstraction on top and end up doing the opposite: - generalize to handling n dynamic buttons. Without realizing that some important properties of that specific situation would have been lost. - (usually due to the lack of experience/focus/interest on the problem) oversimplify and assume there’s only 1 button present at any time.