![]() Kotaku: How are people responding to it? Have you gotten many players? Have they come up with any strategies or exploits you weren’t expecting? This meant I spent just as much time testing the limits of the scripting as I was prototyping/implementing. Since I was working so early after release, there wasn’t the huge pool of resources I usually have when coding projects in something like Unity. ![]() The hardest part was learning what all the functions did with only the examples provided by id. I should also note I did this all with a controller on the PS4. This was the first time I’ve done any visual node based programming, though. It helped that I have a background in games programming. ![]() Kotaku: How hard was this to make? What were the most difficult parts of building this in SnapMap? He’s currently contending with one bug so severe that he’s probably going to have to rebuild the whole thing. Turns out, he encountered quite a few difficulties along the way, likely due to the complexity of his game. I wanted to understand just how far you can push SnapMap before it starts showing its seams, so I lobbed a few questions at Roeder about his devilishly elaborate passion project. ![]() Before that, though, he was art director at the now seemingly defunct Digital Roar Studios. Currently he’s lead instructor of the Simulations and Game Development program at Blue Ridge Community College near Hendersonville, NC. Roeder’s got a bit of a leg up on other SnapMap users, given that he’s a game developer.
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