Kaboom!

Today my project exploded.

I was publishing out the newly integrated Commando Beaver build when I encountered the Blue Screen of Death! To be sure, the first screen of my game is blue before objects are added, so it just happens to coincide with Microsoft’s crash of the same namesake. Thus, it’s really just the Beaver Smash version of BSOD.

Blue Screen of Death

Blue Screen of Death

This ultimately led me on a Version Control Journey (TM).

For the uninitiated, us programmers (the wise ones) use some form of Version Control for many situations just like this as we can “rewind” back to the steps in our programming that worked, then slowly step forward to see where the problem occurred. Now while that sounds nice and speedy like a movie editor, the actual publishing from Unity-to-Xcode-to-iPad for every commit in the version control is very, very tedious and takes a lot of time.

Worse still, after putting in four or five hours tracking down the issue, you feel very drained and unmotivated. All the things you were planning to do at the start of the day were put on hold until you worked this problem out — and now you can start on them at 4pm? Meh.

So I took a break afterward and watched John Wick. It had an 83% rating on Rotten Tomatoes, so I figured I’d take a chance. It’s too bad I don’t have Version Control on my life, because I definitely would have rewound that mistake too.