Originally Posted by
MadeOfLions
I'm grabbing this line from another thread, but it's instructive so it's worth putting here. Obviously this is a bummer, but I've been told it'll be fast-tracked with an early batch of fixes, so that's good. It shouldn't be very long before the issue is fixed.
But I'm always happy to pull the curtain back and show a little about how the game is made, and the "like it was copied and pasted!" line provides a really good opportunity to do that. It's probably not news to any of the programmers out there (especially not the OOP guys!), but things are copied and pasted in game development all the time. If I'm making a monster, for example, I start with a regular plain monster, inheriting all the basic traits that tell the game This Is A Monster. And from that original recipe (essentially a copied and pasted standard monster), I then tell the game all the specific things about this particular monster. It's the combination of the original copied and pasted guy, plus the new information, that makes the new monster unique.
This emote works the same way. We start with an emote that has all the basic information we want it to have, such as This Is An Emote, It Goes In This List, Store It In This Place, etc., and then we add all the custom information that makes it do what we want it to do. In this case, all of the unique information was properly added except for the Don't Let Players Get This Emote Twice section, which slipped through the cracks. Again, it's a bummer, but it's a fixable bummer.
The inheritance of information from a base thing isn't generally very exciting: we essentially copy and paste the low-level stuff that makes the object work, and then add all the flavorful and artistic specificity. The animation for the Lecture emote took a couple weeks and is really neat! We don't re-use the art, or the creative bits. But we do re-use the elements that make the Emote work in the game, under-the-hood.
MoL