When Code Has a Mind of Its Own
- Diana Adobovska

- Mar 5, 2025
- 1 min read
One of the funniest (and most frustrating) parts of making this Titanic game? Getting things to actually move the way they’re supposed to.
You’d think making a lifeboat slide into the water or a character walk down a hallway would be simple. Nope. At first, everything was either flying into walls, spinning in circles, or just refusing to move at all. One time a chair floated straight through the ceiling — maybe it was trying to escape the sinking early.
Game dev is wild. But hey, every weird bug teaches us something. Slowly but surely, things are starting to behave. Kind of.



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