Man, the developers of this game are absolute legends. They somehow managed a cult classic despite a very tight deadline and Fox executives breathing down their backs.
@Wolfgalaxy I always assumed it was a reference as well. It's been a little while since I looked at the milestone reports, but I recall there being some other Simpsons-esque speech in there
@@MrJans3n Treehouse of Horror V: The Shinning when they gave a Kubrick'd Homer the portable TV from Willy (which he literally axed as a running gag in the anthology) and he says "Urge to kill: falling... falling... RISING! Falling... Gone..."
@@aversiac-2 My solution is “f**k libraries” and just codes everything in myself, only to abandon like half the functions and forget how the other half work.
Imagine releasing code that you know is held together by spit, hope, and a single stretch of flex tape for it to be regarded as one of the greatest games of its time
This is quite funny actually. But it does kinda show the reality of the stress the devs had to go through making this, like even one of the comments thought that this game would inevitably fail due to the lack of time and pressure from fox at the time.
@@omegahaxors9-11 no sir, if creating parsable data files was considered coding then drawing images in ms paint would be coding too because image data is parsed by an image viewer
The funniest part about this comment is that it's followed by 2 commented-out values for mBounceLimit (0.5f and 0.25f) before eventually settling on 0.11f. Looks like the initial value wasn't working well enough, so they had to pull out 2 more...
When you do the code yourself and try not to burn out, it's so nice to see when the game of your childhood was made by people who also experience emotion during development.
I’m learning programming right now. As I complete assignments I usually lock myself away for 8 hours to hide the sheer amounts of “What the fuck, why don’t you work” and “What the fuck why do you work”
The nice part about coding is that the ones calling the shots are rarely educated enough to even tell what you are doing. So unless the project lead is very strict, you can have some fun
It looks pretty gnarly but usually problem-solving is the literal reason they love doing it so much. Sure they struggled with it, but you can bet your bottom dollar that when everything began working correctly, the programmers took pride in the finished product.
@@aversiac-2 Thats true actually. The pain, however, comes when somebody (probably you) touched something, forgot about it, and now half the code is broken and nobody knows why. Edit: Well now Ive jinxed it, ‘cause I touched something and now half the code is broken, fuck.
@@aversiac-2 That's not how it is. A programmer is going to make it work one way or another. However, when he struggles with it to this point, it's probably going to end up being a dirty hack job, nothing to be proud of. It will also bite him in the ass hard later, when he has to maintain/extend it. We are not proud or happy when we finish a trainwreck of a project like this. Only the managemant is since it proves that no matter how horrible of a job they do, it'll get shipped somehow and the future is not their problem. We are not interested in "challenges" the involve working under conditions that make people write code like this. We actually want to take our time, think things through and produce something maintainable that won't be a nightmare to work with later.
As someone who's just started getting into programming (and has known a few programmers) I don't think there's a single person on earth who loves the specific act of programming; the love comes at the end when you can see how your handiwork, and the time and effort you spent, has made something on a screen come to life, and in a way that you wanted it to. It's like being Dr Frankenstein and watching the corpse on your table come to life. "IT LIIIIVES!!!!" ........ But every single thing that comes before that point is endless suffering.
I love the line at 1:09 because instead of a normal, double-lined comment, this is an assert message, meaning in order to see this another employee in the company (these messages can't be reached on official releases) doing bug testing by playing the game had to do something wrong in the game to crash it in a specific way, where this will be the error message read to them upon crash. I like to think this implies that this a message from Cary to one particular asshat they don't know the identity of but are VERY annoyed with.
@@alexshuli8675 It's a feature in Java, Python, Rust, the C family, probably many others too. This looks like C++ but I could be wrong. It's standard use case in C++ would be something along the lines of like void say_number(int number){ assert(number != 0); cout
@@alexshuli8675 It typically doesn't. Rust has it built-in, but of course rust does everything a bit different because of ownership and all. In c++ you could do static_assert like I said which works almost exactly how they use it, main difference being this way is only for error management in compiling rather than in an actual run, hence their decision (likely) to make a custom function for it. Probably would've worked better as a macro. They could've also done the more hacky "assert(false && "message")" if they just don't give a single crap lmao.
"We have an extremely skilled team and a very challenging goal: duel genre game. We don't have enough time to pull it off, but nonetheless we have a shot at it because of the caliber of the team" This one thing basically sums up the entire truth of the Simpsons Hit & Run; an absolute home-run of a game, loved to this day, and inspiring a great deal of modding around it to the extent that very few games of the same era also have. Truly a credit to it's quality.
Honestly, it's kind of sad that it was a success. Imagine how good hit and run would have been without time constraints and with a fully resourced team... This is what has lead to MTX and lootbox gaming and the demise of modern AAA games. The video game industry has always been one giant game of cut the budget.
@@KahurangiSteez It's also possible that the stress aided them in the process. what's really sad is they didn't get a dump truck of money to spend all the time they needed on a sequel, or at this point a remake.
@@KahurangiSteez Nah that's a recipe for great art. All of the best art imo is made under intense pressure and scrutiny (so long as the artists are both skilled and passionate enough to make it work).
"Value... fresh from my ass" is legitimately hilarious... looking at the code it's describing, you can quite literally see how the dev was just changing the number by hand until they hit one that gave the desired result
I like how the last one is actually meant to keep up morale while still being realistic instead of just insult devs for making mistakes. They understood their workers still need to believe they're valued if they want to get good work out of them.
I have to imagine, that when the original creators of programming languages added a comment feature, they foresaw this shit. Their bosses pissed them off, "I need a way to vent without getting myself fired.", And so they added comments.
This is how you guys see comments? I could never get any of these comments through code review. I feel like I get roasted for putting so much of an ounce of emotion into a comment. Hell, it's hard enough advocating for any comments, even if they have helpful intent. Different software development cultures, I guess?
@@berrywarmer11 Very much so. At my job we make maintenance and operation trainers for ocean liners. The clients are very cut and dry, no jokes, type. They don't even like lived-in features like dirt, rust, or water damage. *I* once got in trouble because _their_ machine shop painted thier tool cabinets with a flame pattern, so one of my guys under me made a flame brush to mimic the paint job. We were ordered to repaint them basic navy blue. It no longer matched the reference photos, but the customer has the final say. That one hurt. Our code and art needs to be scrubbed of any funny business or easter eggs. On the flipside our own in-house demo scene is more lively, has humanistic comments all throughout the code, art easter eggs, and silly things like the 100 peg dynamic rope switchboard software once made.
@@berrywarmer11 im an app developer at a very small office with only around 3 developers (including me). the boss is doesnt understand a single thing about code and he never actually sees it, so you best believe i've filled the app to the brim with the most petty code comments imaginable haha
Notably, I love how at like around 0:28, they have a bool variable literally called "fucked" and I think that is the most honest variable name I have ever read in my life.
Game devs in a nutshell: Why the fuck isn't this working! Why the fuck is this working! Stop the fucking lawyers so we can make the fucking game! This sucks, but I don't have any fucking time.
Nothing makes the blood run cold quite like running some code and having it work the first time. It's the programming equivalent of "it's quiet... *too* quiet."
There is a study showing how the amount of swearing in a code base is correlated with the quality of the code. A plausible (but yet unproven) cause for this correlation is - programmers who swear are programmers who care. (Study is: "Is there a Correlation between the Use of Swearwords and Code Quality in Open Source Code" by Jan Strehmel) (edited to avoid the correlation is causation fallacy)
All games looks like that man. Its one of the reason why developers HATE when they own source code is leaked. Everyone which are considered "Coders" will start to talk bad about something telling that it could be better made.
@@hicarodestrui After learning a little about programming I now know that the default emotion of a programmer is a deep shame that is only broken by the stab of schadenfreude when you see someone else make a mistake in their code.
As a developer, you don't know the half of it. Pretty much ALL software is built on precarious, somehow still standing, Jenga towers of code "hacks". And yet here we are, making our modern lives depend on it. Even the open source projects, that have a lot more eyes staring at them and have opted to publicly shame themselves everyday, suffer from it. And I've contributed to it. May god have mercy on me for the code I've let make it to production.
the duality of "This is terrible, I have no idea what to do, I'm exhausted, we're lacking resources, the crunch is going to kill me and we're running out of time" and "Do we get rid of this function? KillEmAll is such a badass name though... "
Also if code monkeys actually start using language-learning models or some day even proper AIs to solve most programming problems, all those swear words will be hidden away in prompts trying to make the generated code work, not the final output.
this gives an intensely personal feel to game designers. I love every bit of this, when *no one* is having fun, but the collaborative effort to create a game makes it all come together out of sheer spite
They clearly projected this frustration into the mission design of the actual game especially in the later levels because this is about how I felt playing those as like a 9 year old lmao (fr this was my fav childhood game tho thank you devs)
@@jackryan2612I think they were just pissed they couldn’t finish the game the way they wanted. 3 copy paste missions right at the end is a very crappy substitute for half the map being missing.
@@jackryan2612That, and also I think they simply didn't have enough time to playtest by the end, they probably just checked for "is this POSSIBLE to beat? Yes? Okay, ship it".
The more I see behind the development and coding of games throughout years the more I realize not a single coding-related ever is perfect. It's always a product held by duct tape that the professional coders are only better at hiding lmai
They literally made a game that shaped my childhood and future of video games. They did not get compensated correctly if I'm interpreting the tone of these notes, they deserve so much love and respect.
I love what small studios can get away with. We used to leave comments like this all the time when my company I work for was smaller. Since then it has grown 5x in size... funny/rage comments like this are extremely frowned upon now. I mean I get why it's a problem and unprofessional, but still miss those old days.
When I studied programming my final project was full of comments like this, I removed them but forgot about one that said "change this, this is a fucking awful way to handle passwords", my lecturer laughed and said at least I had realised the problem lol. Also security wasn't actually a requirement for the project so I wasn't even marked down, and we were meant to identify areas that we would improve if we did it again so it actually worked in my favour lol
@@notaname8140 I think there is a way to remove all comments of a source code. Maybe we could implement a derived solution where if you add a "j" or any other symbol after "//" it will be marked as "joke" and could be cleaned later. But I think this is hilarious and doesn't affect the project
i have only worked on "professional" codebases (or solo projects) and i still kind of miss this commends are there to understand the thoughts of the programmer, specifically about the code... so this is exactly what they are for we do however have some //black magic comments, which indicate that the code is working, but is not really refactor-able, so either leave it as it is or completely rip it out and replace it, do not bother to understand and work through it (encoding information into guids for example)
@@OrangeYTT The target audience for this video is people that have both nostalgia for SHAR (an old cult classic that only certain people from a single generation remember) and an interest in game development (however big or small that interest may be). That is a pretty small demographic. I'd reckon less than 0.0001% of people fall into that group, probably far less than that. This is the definition of a niche video.
@@Doofledurf I have almost no interest in game development, have never played or even seen this game and yet I find this video relatable. Not niche at all
For anyone wondering "stinky" is a real actual coding term and refers to bad practices known as "code smells". you can also have good code smells but they're less common
2:13 is an example of a great way to diplomatically express frustration at producers while praising your team and their accomplishments. I'm stealing this for the future.
Its always interesting to find messages or notes hidden in the files of games, sometimes its just developers going crazy or basic explanations but sometimes you find genuinely unique things. For example the Chronicles of Narnia: tLtWatW (long title) had two written letters addressed to others by someone that worked on the game mentioning how he originally tried getting a job elsewhere and how it was close to the game being shipped, it also had the phone number of one of the developers in a text document but considering the games age I assumed it wouldn't work (and I'd rather not try regardless).
While this is awfully bad and should have never happened and the executives that forced this MUST learn from it and to never do that again, hats off to the team that actually pulled it off.
HA! Executives caring about game dev workers? Nope, with big companies they get crunched to fucking hell and back (NO DELAY) and this is what happens. also no matter what, this shit happens lol, everyone leaves angry comments when they just want some fucking thing to work lol, the game came out well even though all of the fucking hacks.
@@chickenmadness1732When the executives "learn empathy" you get modern corporate culture where the drones best not even THINK a toe out of line. The old execs had the right idea.
This made my day. I just came off a VERY rough dev deployment preparing for a Monday demo (I think). Not counting lunch, I clocked well over 40 hours this week. You: "That doesn't sound _too_ unreasonable..." _It was a four-day week!_ And my boss wonders why I cuss so much...
Devs leaving crude messages in their code is nearly always hilarious, anyone remember the kinda profane stuff Naughty Dog used to call their filenames in their good ol days with Crash?
@@mrscruffles801 Well, games that cared about any form of enjoyment at least, I do love me some good story driven games/series, but like, god is their most current stuff a complete embarassing shadow of their PS3 days of the same such serious story style. And they've just unfortunately become deeply unlikeable in terms of behaviour becoming abrasive and unethical while their actual quality continues to decrease. Insomiac is still going strong thankfully, so the sister Company is doing well making Spiderman games and such, and Ratchet is still good even if it's lost it's old cynical crude edge.
@@mrscruffles801 I haven't heard anyone else say at all such, I hear the gameplay is fantastic and it has more of the same kinda storytelling as their other Spiderman ones, I just hear it's selling fantastically and is a GOTY contender for some. Isomiac certianly isn't the company they once were and have issues to call out, shown by them sanding of and sanitizing all of Ratchet's OG crude cynical edge into a more wholesome cutesy family series, and them throwing a tantrum over Baldur's Gate, but their output of game quality is still almost universally praised from what I see, and I've seen no one else complaining about Spidey 2. Certianly leagues above Naughty Dog, and they have very different direction with their games with a lot of value and focus placed on gameplay even with their cinematic games, and they seem to have diffierent overall personality and aren't the same brand of poorly written pretentious modern ND is.
That's why I want nothing to do with game dev. I've been a software engineer for almost a year, and if something isn't done, it's not done. It's just pushed back to the next release, which isn't always an option with games.
@@benjamincrew1949 It can be strengthening to see what you can do under straining circumstances now and then. But I'd imagine I'd need to take a damn vacation after shipping any game if I were these guys, yeah
This sounds like the type of stuff I say silently on my desk. They I take a few seconds to think of a way to say it professionally. Goes to show how crunched these devs were.
I didn't think a Simpsons game on the GC would be on par with Melee, Double Dash, Paper Mario TTYD, Luigi's Mansion and Kirby’s Air Ride, but man did that childhood game prove me wrong.
I haven't laughed so hard in so long, holy shit. I actually am in pain from how hard I was laughing, tears streaming down my cheeks as I type this. The choice of voice, the comments, the music, it's all so fucking perfect.
The only thing more talented than programmers who can make code work correctly, for the right reasons, is programmers who can make exactly the correct compromises to make code still functioning, for the wrong reasons, in order to meet a deadline.
This entire thing shows us that an absolute bloody and desperate war was fought in the studio to bring us the greatest Simpson game of all time God speed you magnificent developers.
Man, I really feel for the poor developer writing basically "god forgive me for the jank ass bullshit that I'm about to code" like they're ashamed of themselves. What a mood.
As a programmer I can testify to this being a thing that programmers do I have put some funny things in my code out of frustration, I think its really important that programmers do this so that if the source code for games becomes available people looking through the code can have a laugh, and it makes it more personal and relatable.
I have functions in my game engine I REFUSE to delete because of their names. For example, in my UI system, the function to delete the UI container and it's UI elements (children) is "MurderChildrenAndSuicide()". Sometimes you just gotta have a bit of fun in the not so fun parts, plus finding them later on is always a gem
This honestly for anyone who wants to try to make a video game this is 100% what it is like to make a video game. I would be surprised this is the only game with stuff like this in the source code.
I was astonished by how little changes between writing your first actual line of code and being an industry veteran “why the fuck is this not working” “why the fuck is this working” it’s like carpet burn on my soul
I loved the part where the comment was just “you stupid goddamn motherf*****” and, in parens “(Greg talking to himself)”. Like, when you’re so mad that you’re yelling at yourself, but you also want to be sure everyone else knows too.
Any particularly lavish code will likely have a LOT of weird and wild comments left in because the project was too stressful to worry about data miners finding out that programmers cuss themselves and eachother out in high-stress situations.
@@galaxycamerata It's worth noting that data miners _wouldn't_ find it. None of these comments physically exist anywhere on the game discs, because comments in source code are stripped out as soon as the code is "compiled", a process that turns it from its "human-readable" format into a binary format that the processor can understand. That binary format (called machine code) doesn't have _any_ of this stuff in it, it's very, very unreadable in fact. That compilation process happens before the game is shipped, and the result of it is what goes on the disc. The only reason we have this is the source code was *leaked* recently, which does contain this, and so much more
If i were allowed to write comments like this, half my inbox would be from HR and the other half would be mental health professionals reminding me not to commit suicide... It's a joy to see people operating without restraints. :)
Man, the developers of this game are absolute legends. They somehow managed a cult classic despite a very tight deadline and Fox executives breathing down their backs.
Yep
How else could they cope with the project if not for the gracing presence of comments that will never be included in the game by a compiler.
I honestly wish they had more time. We would have then had an even more amazing game
And naturally, the exectives too all the credit
“Fox sucks”
"Anger rising, rant ending" could be an actual quote from Comic Book Guy.
the ai voice totally nailed it, too.
@Wolfgalaxy I always assumed it was a reference as well. It's been a little while since I looked at the milestone reports, but I recall there being some other Simpsons-esque speech in there
@@MrJans3n Sounds like the "urge to kill: rising" phrase homer would use in that one Christmas special.
@@MrJans3n Treehouse of Horror V: The Shinning when they gave a Kubrick'd Homer the portable TV from Willy (which he literally axed as a running gag in the anthology) and he says "Urge to kill: falling... falling... RISING! Falling... Gone..."
The programmer's motto:
"We do these things not because they are easy, but because we thought they are going to be easy"
Mine is “I’m doing this not because it is easy, but because it was easy a month ago before the library I’m using was abandoned”
Got that right lmao even the most simple things in games are fucking hard as hell
@@connermckay4012 easy solution would be not to use old ass outdated libraries they use in programming tutorials
@@aversiac-2
My solution is “f**k libraries” and just codes everything in myself, only to abandon like half the functions and forget how the other half work.
Mine is how do I never need to do this one single task again.
0:27 the fact that they used "fucked" as an actual boolean variable in the game code is sending me
lmfao i did not even see it the first time
Also below it
if ( !fucked )
Holy shit that’s fucking amazing
That's how i start naming things when i get fed up with some library functions.
Holy shit wow that hilarious.
"But the method name is so fucking cool..." killed me
I mean, KillEmAll() is cool as fuck. Gotta admit.
No, it killed them all
thats definetly written by a developer staying up 16+ hours, or a child
@@theultimatetrashman887 the first, Fox was not a good contractor
But Maaaarge, the method name looks so fucking cool!
Imagine releasing code that you know is held together by spit, hope, and a single stretch of flex tape for it to be regarded as one of the greatest games of its time
this is 90% of software
source: am programmer and just as guilty as these guys
Gen 1 and 2 Pokemon
Maybe should try some different games...?
Fr this game was so fucking fun
@@yoshi6421 car go brrrrr
It wouldn't be a licensed game without having truckloads of bite-the-hand humor in the source code.
?
@@alscaldes9200 Biting the hand that feeds it
@@alscaldes9200they really be having emotes for everything these days
As I understand, even the TV show takes a few jabs at Fox.
@@MOORE4U2 "few" is a bit of an understatement here...
Very fond of the 'fucked' variable at 0:26. The exhaustion is very clear from just that alone
fucked = true;
fucked = true;
Fucked = true; ended me
fucked = true
That just makes me love this game and the memories it gave me even more
This is quite funny actually. But it does kinda show the reality of the stress the devs had to go through making this, like even one of the comments thought that this game would inevitably fail due to the lack of time and pressure from fox at the time.
They added comments to stop people from doing stuff like *string comment = "Stop changing this value, seriously"*
Source: Coded in JSON
After my arduino class I have a newfound respect for coders
@@omegahaxors9-11json is not a programming language 😢
@@scrung JSON is data but you're still coding it since it gets parsed into instructions.
@@omegahaxors9-11 no sir, if creating parsable data files was considered coding then drawing images in ms paint would be coding too because image data is parsed by an image viewer
To make a legendary game, you need legendary developers.
Heck of a comment
@@SegmentW heck of a reply
@@SegmentW Hack of a comment. Fix this shit.
@@aiexzs heck of a thread
@@ecfr-01 /thread
“Value…fresh from my ass” broke me 😂
that's a legendary comment
The funniest part about this comment is that it's followed by 2 commented-out values for mBounceLimit (0.5f and 0.25f) before eventually settling on 0.11f. Looks like the initial value wasn't working well enough, so they had to pull out 2 more...
Why crying?
@@_GhostMiner It’s supposed to be another way of using laughing crying emoji
@@skelemama no, that's not what it's supposed to be.
😭 is for crying
😂is for laughing
When you do the code yourself and try not to burn out, it's so nice to see when the game of your childhood was made by people who also experience emotion during development.
YEP
I’m learning programming right now. As I complete assignments I usually lock myself away for 8 hours to hide the sheer amounts of “What the fuck, why don’t you work” and “What the fuck why do you work”
The nice part about coding is that the ones calling the shots are rarely educated enough to even tell what you are doing.
So unless the project lead is very strict, you can have some fun
@@SauronThe3rd Welcome to the club, you'll be facing that for the rest of your programming career/hobby
Speaking of solo deving. Some developers are really something else. Rollercoaster Tycoon was written by one guy, in Assembly...
"If you love what you're good at you'll never work a day in your life"
Programmers:
It looks pretty gnarly but usually problem-solving is the literal reason they love doing it so much. Sure they struggled with it, but you can bet your bottom dollar that when everything began working correctly, the programmers took pride in the finished product.
@@aversiac-2
Thats true actually. The pain, however, comes when somebody (probably you) touched something, forgot about it, and now half the code is broken and nobody knows why.
Edit: Well now Ive jinxed it, ‘cause I touched something and now half the code is broken, fuck.
@@Dr_mafario When you "optimize" two lines of your code and the whole project falls apart 💀😭
@@aversiac-2 That's not how it is. A programmer is going to make it work one way or another. However, when he struggles with it to this point, it's probably going to end up being a dirty hack job, nothing to be proud of. It will also bite him in the ass hard later, when he has to maintain/extend it. We are not proud or happy when we finish a trainwreck of a project like this. Only the managemant is since it proves that no matter how horrible of a job they do, it'll get shipped somehow and the future is not their problem. We are not interested in "challenges" the involve working under conditions that make people write code like this. We actually want to take our time, think things through and produce something maintainable that won't be a nightmare to work with later.
As someone who's just started getting into programming (and has known a few programmers) I don't think there's a single person on earth who loves the specific act of programming; the love comes at the end when you can see how your handiwork, and the time and effort you spent, has made something on a screen come to life, and in a way that you wanted it to. It's like being Dr Frankenstein and watching the corpse on your table come to life. "IT LIIIIVES!!!!"
........ But every single thing that comes before that point is endless suffering.
I love the line at 1:09 because instead of a normal, double-lined comment, this is an assert message, meaning in order to see this another employee in the company (these messages can't be reached on official releases) doing bug testing by playing the game had to do something wrong in the game to crash it in a specific way, where this will be the error message read to them upon crash. I like to think this implies that this a message from Cary to one particular asshat they don't know the identity of but are VERY annoyed with.
How does this work? Which languages support this feature
@@alexshuli8675 It's a feature in Java, Python, Rust, the C family, probably many others too. This looks like C++ but I could be wrong. It's standard use case in C++ would be something along the lines of like
void say_number(int number){
assert(number != 0);
cout
@@ForkedMan oh okay thanks I understand you're referring the assert macro library but I didn't have the impression that assert prints comments
@@alexshuli8675 It typically doesn't. Rust has it built-in, but of course rust does everything a bit different because of ownership and all. In c++ you could do static_assert like I said which works almost exactly how they use it, main difference being this way is only for error management in compiling rather than in an actual run, hence their decision (likely) to make a custom function for it. Probably would've worked better as a macro. They could've also done the more hacky "assert(false && "message")" if they just don't give a single crap lmao.
@@ForkedMan Aah got you. Alright thank you for explaining.
"We have an extremely skilled team and a very challenging goal: duel genre game. We don't have enough time to pull it off, but nonetheless we have a shot at it because of the caliber of the team"
This one thing basically sums up the entire truth of the Simpsons Hit & Run; an absolute home-run of a game, loved to this day, and inspiring a great deal of modding around it to the extent that very few games of the same era also have.
Truly a credit to it's quality.
Honestly, it's kind of sad that it was a success. Imagine how good hit and run would have been without time constraints and with a fully resourced team... This is what has lead to MTX and lootbox gaming and the demise of modern AAA games. The video game industry has always been one giant game of cut the budget.
I honestly wish they had more time. We would have then had an even more amazing game
@@KahurangiSteez It's also possible that the stress aided them in the process. what's really sad is they didn't get a dump truck of money to spend all the time they needed on a sequel, or at this point a remake.
@@KahurangiSteez Nah that's a recipe for great art. All of the best art imo is made under intense pressure and scrutiny (so long as the artists are both skilled and passionate enough to make it work).
12 fucking chads made art.
This is basically your average C++ exprience
The blurred stuff at 1:05 especially… passing by reference my beloathed…
That and compiler bitching
"Value... fresh from my ass" is legitimately hilarious... looking at the code it's describing, you can quite literally see how the dev was just changing the number by hand until they hit one that gave the desired result
Ah yes, the old tweak and test over and over again 83 times because you need a basis and variables to go off of... and it takes 11 hours. 😂
I completely lost it at "GOD, please forgive me"
Love how the Devs hate FOX just as much as the writers of the Simpsons
Everyone who has made a show for FOX hates FOX
The end implies they had Fox breathing down their neck the entire development cycle so I can't say I blame them.
Everyone hates FOX
"May you work with Fox" -- ancient Chinese curse
Fox is hated in all fronts
I like how the last one is actually meant to keep up morale while still being realistic instead of just insult devs for making mistakes. They understood their workers still need to believe they're valued if they want to get good work out of them.
I have to imagine, that when the original creators of programming languages added a comment feature, they foresaw this shit.
Their bosses pissed them off, "I need a way to vent without getting myself fired.", And so they added comments.
Oh certainly. Have a look at the Apollo 11 code listings, even they have some banter.
This is how you guys see comments? I could never get any of these comments through code review. I feel like I get roasted for putting so much of an ounce of emotion into a comment. Hell, it's hard enough advocating for any comments, even if they have helpful intent.
Different software development cultures, I guess?
@@berrywarmer11 Very much so. At my job we make maintenance and operation trainers for ocean liners. The clients are very cut and dry, no jokes, type. They don't even like lived-in features like dirt, rust, or water damage. *I* once got in trouble because _their_ machine shop painted thier tool cabinets with a flame pattern, so one of my guys under me made a flame brush to mimic the paint job. We were ordered to repaint them basic navy blue. It no longer matched the reference photos, but the customer has the final say. That one hurt. Our code and art needs to be scrubbed of any funny business or easter eggs.
On the flipside our own in-house demo scene is more lively, has humanistic comments all throughout the code, art easter eggs, and silly things like the 100 peg dynamic rope switchboard software once made.
@@berrywarmer11 im an app developer at a very small office with only around 3 developers (including me). the boss is doesnt understand a single thing about code and he never actually sees it, so you best believe i've filled the app to the brim with the most petty code comments imaginable haha
Notably, I love how at like around 0:28, they have a bool variable literally called "fucked" and I think that is the most honest variable name I have ever read in my life.
If (!fucked)
( Float distance = Movement.DotProduct (mVehicleOwner -> GetF
Game devs in a nutshell:
Why the fuck isn't this working!
Why the fuck is this working!
Stop the fucking lawyers so we can make the fucking game!
This sucks, but I don't have any fucking time.
//I should probably change the method name
//But it's so fucking cool
Me who works on a game but no idea what the fuck I'm doing takes 3 years to learn how to code shit I past the deadline im so fucked!
Nothing makes the blood run cold quite like running some code and having it work the first time. It's the programming equivalent of "it's quiet... *too* quiet."
@@kenjutsukata1o1 "I know for a fact I forgot at least one ; somewhere in this code, how many QA testers will it take to get far enough to find it"
"If this happens..."
There is a study showing how the amount of swearing in a code base is correlated with the quality of the code. A plausible (but yet unproven) cause for this correlation is - programmers who swear are programmers who care.
(Study is: "Is there a Correlation between the Use of Swearwords and Code Quality in Open Source Code" by Jan Strehmel)
(edited to avoid the correlation is causation fallacy)
where did u learn this? it sounds completely made up ain't no way
@@TheWeen344 Look up "Is there a Correlation between the Use of Swearwords and Code Quality in Open Source Code" by Jan Strehmel.
@@TheWeen344i can attest this is a real article. Whether the findings are accurate or its just a funny headline idk
@@TheWeen344 source... fresh from my ass
@@mendelovitch thanks bro! i will
the fact this game works at all is astonishing considering it consists of nothing but nasty little hacks
That's all games dude
All games looks like that man. Its one of the reason why developers HATE when they own source code is leaked.
Everyone which are considered "Coders" will start to talk bad about something telling that it could be better made.
@@hicarodestrui After learning a little about programming I now know that the default emotion of a programmer is a deep shame that is only broken by the stab of schadenfreude when you see someone else make a mistake in their code.
As a developer, you don't know the half of it. Pretty much ALL software is built on precarious, somehow still standing, Jenga towers of code "hacks". And yet here we are, making our modern lives depend on it. Even the open source projects, that have a lot more eyes staring at them and have opted to publicly shame themselves everyday, suffer from it. And I've contributed to it. May god have mercy on me for the code I've let make it to production.
@@futuza as an augur of the sacred VCS by the power vested in my by the blessed GNU I forgive thee, my child. Hacks on hacks on hacks on hacks, amen.
"Worse. Source. Code. Everrr" - Comic Book Guy
Worst. Comic Book Guy. Reference. Ever.
who gives a shit@@ErdrickHero
@@ErdrickHeroit's actually good
"anger rising... rant ending." sounds like actual simpsons dialogue
the duality of
"This is terrible, I have no idea what to do, I'm exhausted, we're lacking resources, the crunch is going to kill me and we're running out of time"
and
"Do we get rid of this function? KillEmAll is such a badass name though... "
honestly dev comments are the best thing about source code leaks.
Agreed. It’s just so funny to see what’s in there.
" just don't change it unless the problems are overwhelmingly bad. "
Words to live by.
Devs were a lot angrier before StackOverflow was a thing...
no they still are but can't show it because their career will be over for "not being a team player"
Also if code monkeys actually start using language-learning models or some day even proper AIs to solve most programming problems, all those swear words will be hidden away in prompts trying to make the generated code work, not the final output.
I leave comments like this all the time in my code
@@BusinessWolf1
Step 1: Fuck over your employees.
Step 2: Fire them for not enjoying getting fucked over :)
@@D0Samp Yep.
"My precious little hack... My preciouss."
this gives an intensely personal feel to game designers. I love every bit of this, when *no one* is having fun, but the collaborative effort to create a game makes it all come together out of sheer spite
They clearly projected this frustration into the mission design of the actual game especially in the later levels because this is about how I felt playing those as like a 9 year old lmao (fr this was my fav childhood game tho thank you devs)
by the point of those last three UFO missions i think they had nothing but pure, unbridled hate left for the player
@@jackryan2612I think they were just pissed they couldn’t finish the game the way they wanted. 3 copy paste missions right at the end is a very crappy substitute for half the map being missing.
@@jackryan2612That, and also I think they simply didn't have enough time to playtest by the end, they probably just checked for "is this POSSIBLE to beat? Yes? Okay, ship it".
The more I see behind the development and coding of games throughout years the more I realize not a single coding-related ever is perfect. It's always a product held by duct tape that the professional coders are only better at hiding lmai
This is the secret of programming.
When he said "God let this be the last fucking hack in this game", He cursed into existence all the other hacks
They literally made a game that shaped my childhood and future of video games. They did not get compensated correctly if I'm interpreting the tone of these notes, they deserve so much love and respect.
He apologizing for the hacks is the best part lmao "God, please forgive me"
"Let this be the last hack" 😂😂
I love what small studios can get away with. We used to leave comments like this all the time when my company I work for was smaller.
Since then it has grown 5x in size... funny/rage comments like this are extremely frowned upon now.
I mean I get why it's a problem and unprofessional, but still miss those old days.
iHateTheDesignTeam and clientsAreStupid got me in trouble as variable names that were released into the final product and quickly culled
Professionalism is a disease.
When I studied programming my final project was full of comments like this, I removed them but forgot about one that said "change this, this is a fucking awful way to handle passwords", my lecturer laughed and said at least I had realised the problem lol. Also security wasn't actually a requirement for the project so I wasn't even marked down, and we were meant to identify areas that we would improve if we did it again so it actually worked in my favour lol
@@notaname8140 I think there is a way to remove all comments of a source code. Maybe we could implement a derived solution where if you add a "j" or any other symbol after "//" it will be marked as "joke" and could be cleaned later. But I think this is hilarious and doesn't affect the project
i have only worked on "professional" codebases (or solo projects) and i still kind of miss this
commends are there to understand the thoughts of the programmer, specifically about the code... so this is exactly what they are for
we do however have some //black magic comments, which indicate that the code is working, but is not really refactor-able, so either leave it as it is or completely rip it out and replace it, do not bother to understand and work through it (encoding information into guids for example)
0:59 It was never done. Classic.
I feel proud to be in the niche audience of this video
Summarized thoughts perfectly
165k views isn't that niche
@@OrangeYTT The target audience for this video is people that have both nostalgia for SHAR (an old cult classic that only certain people from a single generation remember) and an interest in game development (however big or small that interest may be). That is a pretty small demographic. I'd reckon less than 0.0001% of people fall into that group, probably far less than that. This is the definition of a niche video.
@@Doofledurf I have almost no interest in game development, have never played or even seen this game and yet I find this video relatable. Not niche at all
@@Doofledurf There's at least one other Comment Narration video of a valve game that's pretty funny.
Good to know that the programmers had as much pain coding this game as me playing it.
Probably more than us
For anyone wondering "stinky" is a real actual coding term and refers to bad practices known as "code smells".
you can also have good code smells but they're less common
2:13 is an example of a great way to diplomatically express frustration at producers while praising your team and their accomplishments. I'm stealing this for the future.
"pain in the ass - just get it to fucking work "
Words of a wise man.
Its always interesting to find messages or notes hidden in the files of games, sometimes its just developers going crazy or basic explanations but sometimes you find genuinely unique things. For example the Chronicles of Narnia: tLtWatW (long title) had two written letters addressed to others by someone that worked on the game mentioning how he originally tried getting a job elsewhere and how it was close to the game being shipped, it also had the phone number of one of the developers in a text document but considering the games age I assumed it wouldn't work (and I'd rather not try regardless).
Imagine being the dev that made all these comments and seeing it in a video 2 decades later
“Value… fresh from my ass” was right under code declaring some bounce limit variable lol
1:25 is so genuine
"fucked" being a variable
Best coding known to man
While this is awfully bad and should have never happened and the executives that forced this MUST learn from it and to never do that again, hats off to the team that actually pulled it off.
HA! Executives caring about game dev workers? Nope, with big companies they get crunched to fucking hell and back (NO DELAY) and this is what happens. also no matter what, this shit happens lol, everyone leaves angry comments when they just want some fucking thing to work lol, the game came out well even though all of the fucking hacks.
Imagine thinking executives are capable of learning anything...
@@arandompasserby7940 They learned that doing this made them a lot of money. Thus they do it again.
@@chickenmadness1732When the executives "learn empathy" you get modern corporate culture where the drones best not even THINK a toe out of line.
The old execs had the right idea.
The anger in the code really comes through in the gameplay.
I love this game, and the way it was put together (at least on PC) is so jank, it's beautiful.
The best part is that this game's PC port is one of the vanishingly few examples of a 3D game with a functioning software renderer
This made my day. I just came off a VERY rough dev deployment preparing for a Monday demo (I think). Not counting lunch, I clocked well over 40 hours this week.
You: "That doesn't sound _too_ unreasonable..."
_It was a four-day week!_
And my boss wonders why I cuss so much...
Devs leaving crude messages in their code is nearly always hilarious, anyone remember the kinda profane stuff Naughty Dog used to call their filenames in their good ol days with Crash?
Back when Naughty dog made games
@@mrscruffles801
Well, games that cared about any form of enjoyment at least, I do love me some good story driven games/series, but like, god is their most current stuff a complete embarassing shadow of their PS3 days of the same such serious story style.
And they've just unfortunately become deeply unlikeable in terms of behaviour becoming abrasive and unethical while their actual quality continues to decrease.
Insomiac is still going strong thankfully, so the sister Company is doing well making Spiderman games and such, and Ratchet is still good even if it's lost it's old cynical crude edge.
@@_-Lx-_ I loath to say this, but Insomniac are going down the same path. Their spiderman 2 game is a sure sign of that.
@@mrscruffles801
I haven't heard anyone else say at all such, I hear the gameplay is fantastic and it has more of the same kinda storytelling as their other Spiderman ones, I just hear it's selling fantastically and is a GOTY contender for some.
Isomiac certianly isn't the company they once were and have issues to call out, shown by them sanding of and sanitizing all of Ratchet's OG crude cynical edge into a more wholesome cutesy family series, and them throwing a tantrum over Baldur's Gate, but their output of game quality is still almost universally praised from what I see, and I've seen no one else complaining about Spidey 2.
Certianly leagues above Naughty Dog, and they have very different direction with their games with a lot of value and focus placed on gameplay even with their cinematic games, and they seem to have diffierent overall personality and aren't the same brand of poorly written pretentious modern ND is.
@@mrscruffles801 TLOU is pretty good tho
"If this happens, we're in big shit." Such legendary words.
Oh my God, I just noticed that they actually named a Boolean "fucked". That killed me.
as a new game dev, holy shit i understand their pain.
everything you see there? naught but a fraction of what actually happens
That's why I want nothing to do with game dev. I've been a software engineer for almost a year, and if something isn't done, it's not done. It's just pushed back to the next release, which isn't always an option with games.
@@benjamincrew1949 It can be strengthening to see what you can do under straining circumstances now and then.
But I'd imagine I'd need to take a damn vacation after shipping any game if I were these guys, yeah
1:04 "cuz sourceElem was passed by reference... BIATCH" As a professional spaghetti wrangler I felt that in my soul.
As someone new to programming, this has inspired me to be more creative with my comments.
seems like a healthy work environment
This sounds like the type of stuff I say silently on my desk. They I take a few seconds to think of a way to say it professionally.
Goes to show how crunched these devs were.
I didn't think a Simpsons game on the GC would be on par with Melee, Double Dash, Paper Mario TTYD, Luigi's Mansion and Kirby’s Air Ride, but man did that childhood game prove me wrong.
1:24 me when I'm midway into writing an essay but run out of ideas for it
I haven't laughed so hard in so long, holy shit. I actually am in pain from how hard I was laughing, tears streaming down my cheeks as I type this. The choice of voice, the comments, the music, it's all so fucking perfect.
Hope for a "Understanding the code that sparked so much outrage in the Simpsons Hit and Run programmers".
Definitely not knowledgeable enough to make one of those, but I'd love to see someone more equipped do one!
The only thing more talented than programmers who can make code work correctly, for the right reasons, is programmers who can make exactly the correct compromises to make code still functioning, for the wrong reasons, in order to meet a deadline.
As an actual game developer myself, I understand the pain of these people 100%.
I'm a software engineer, but I can't imagine being under the pressure of deadlines like game devs have.
Oh you're *the* game developer!
@@JohnDaubSuperfan369 Correct, whatever that's supposed to mean
I'll choose to take it as a compliment
I liked the preciousss hack
"What was that, Sandvich? KillEmAll()? Good idea!"
That last bit of the video is so incredibly true in lots of games I've worked on. Highly talented team, insanely incompetent production.
The game: Rated T for teens
The code:
This entire thing shows us that an absolute bloody and desperate war was fought in the studio to bring us the greatest Simpson game of all time
God speed you magnificent developers.
Man, I really feel for the poor developer writing basically "god forgive me for the jank ass bullshit that I'm about to code" like they're ashamed of themselves. What a mood.
As a programmer I can testify to this being a thing that programmers do I have put some funny things in my code out of frustration, I think its really important that programmers do this so that if the source code for games becomes available people looking through the code can have a laugh, and it makes it more personal and relatable.
I have functions in my game engine I REFUSE to delete because of their names. For example, in my UI system, the function to delete the UI container and it's UI elements (children) is "MurderChildrenAndSuicide()". Sometimes you just gotta have a bit of fun in the not so fun parts, plus finding them later on is always a gem
It's funny how the developers for all these games write the same type of comments it's almost like they were actually just written by one dude
This honestly for anyone who wants to try to make a video game this is 100% what it is like to make a video game. I would be surprised this is the only game with stuff like this in the source code.
Valve games are notorious for it.
No it's not lol, this is literally only a fraction of one part of game dev => programming
I was astonished by how little changes between writing your first actual line of code and being an industry veteran
“why the fuck is this not working”
“why the fuck is this working”
it’s like carpet burn on my soul
2:11 badass game dev moment
"we have a shot at it because of the calibre of the team" :')
"Somehow things have been miraculously working, I'm not sure why"
Thats software development 101.
Most calm C++ dev
"This sucks, but I just want to finish this" This hits way too close.
As a developer, I often times forget im not the only one who rants in the comments. Some of these comments resonate with me at a primal level.
It wouldn't be a game based on Fox IP without Fox being the biggest enemy in the development of the game
I loved the part where the comment was just “you stupid goddamn motherf*****” and, in parens “(Greg talking to himself)”. Like, when you’re so mad that you’re yelling at yourself, but you also want to be sure everyone else knows too.
"value, fresh from my ass" absolute fucking banger
This is an underrated gem of a video.
It’s good to know I’m not the only one who comments code like this
Comedy gold for software developers
“Anger rising… Rant ending” is something I’m adding to my everyday vocabulary.
I didn't know they had notes like this source code. That's low-key kind of legendary
Any particularly lavish code will likely have a LOT of weird and wild comments left in because the project was too stressful to worry about data miners finding out that programmers cuss themselves and eachother out in high-stress situations.
search up tf2 source code comments
@@galaxycamerata It's worth noting that data miners _wouldn't_ find it. None of these comments physically exist anywhere on the game discs, because comments in source code are stripped out as soon as the code is "compiled", a process that turns it from its "human-readable" format into a binary format that the processor can understand. That binary format (called machine code) doesn't have _any_ of this stuff in it, it's very, very unreadable in fact. That compilation process happens before the game is shipped, and the result of it is what goes on the disc.
The only reason we have this is the source code was *leaked* recently, which does contain this, and so much more
"we need rads not revs"
my favorite line
If i were allowed to write comments like this, half my inbox would be from HR and the other half would be mental health professionals reminding me not to commit suicide... It's a joy to see people operating without restraints. :)
This is definitely gonna get hit with the algorithm
Your prophecy has come to fruition 1 year later
it did
@@BrandNewByxor took it long enough
_"This is bulky but fuck it, gotta get this shit working like _*_yesterday"_*
Not tomorrow or today, guy had to get it done by yesterday lmao
"this sucks but i just want to finish it" That pretty much sums up all modern day gaming
God I love programming.
"Somehow things have been miraculously working, I'm not sure why.."
"Value... fresh from my ass"
- Me, declaring any variable in C++
as a fellow Jansen and Programmer I appreciate your channel, and this funny programming vid