someonehacks theclient authplayercan'tconnect togameplayersmisdiagnoseissues foryouplayersspeakover eachotherworks forsomeplayers butnot othersrandomdisconnectsnew erroryou'venever seenbeforeplayerscomplainabout lagplayer testsbut doesn'tgive anyfeedbackindex outof boundserrorplayer thinksyour badgame designas a bugvisualbigerrorshost can'tstartgameobject thatshould benetworkedisn'toptimizationissuesnon-descriptnull errordesyncplayersays "thisgamesucks"someoneafksduring thelive testlobbycrashesDMs fullof errorlogsserverdoesn'treceive inputfrom clientplayerdiscovers non-networkedobject andpoints it outforget tofix asimplebugsomeonehacks theclient authplayercan'tconnect togameplayersmisdiagnoseissues foryouplayersspeakover eachotherworks forsomeplayers butnot othersrandomdisconnectsnew erroryou'venever seenbeforeplayerscomplainabout lagplayer testsbut doesn'tgive anyfeedbackindex outof boundserrorplayer thinksyour badgame designas a bugvisualbigerrorshost can'tstartgameobject thatshould benetworkedisn'toptimizationissuesnon-descriptnull errordesyncplayersays "thisgamesucks"someoneafksduring thelive testlobbycrashesDMs fullof errorlogsserverdoesn'treceive inputfrom clientplayerdiscovers non-networkedobject andpoints it outforget tofix asimplebug

Multiplayer Dev BINGO - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. someone hacks the client auth
  2. player can't connect to game
  3. players misdiagnose issues for you
  4. players speak over each other
  5. works for some players but not others
  6. random disconnects
  7. new error you've never seen before
  8. players complain about lag
  9. player tests but doesn't give any feedback
  10. index out of bounds error
  11. player thinks your bad game design as a bug
  12. visual big errors
  13. host can't start game
  14. object that should be networked isn't
  15. optimization issues
  16. non-descript null error
  17. desync
  18. player says "this game sucks"
  19. someone afks during the live test
  20. lobby crashes
  21. DMs full of error logs
  22. server doesn't receive input from client
  23. player discovers non-networked object and points it out
  24. forget to fix a simple bug