because one of the developers found it easier to use some hacky workaround to implement something that required making that thing dependent on the stuff that you now want to change. Because one seemingly small change can cause other seemingly unrelated bugs/errors, e.g. When you program with other peoples' code, often times you have hundreds of these random things that you have to go out of your way to figure out what they signify, and why they're used, and why it's implemented this specific way, and you have to spend a ton of time and effort trying to figure out how to change it without breaking the program. Sakura Clickers is a fast-paced, exciting anime adventure, full of content in. It is the latest entry in the Sakura series and is more action-packed than ever before. You have to put a lot of effort into finding out exactly what the meaning of that red pole is in the context of the treasure hunt. Sakura Clicker is a free-to-play anime clicker game for single player, set on the verge of eroticism, with twiddling eye-candy girls who are almost naked when engaging into fights. What is the purpose of the red pole, what is the clue supposed to mean? Your directions don't tell you at all. One of the keys to the answer is a red pole. Imagine this: You're trying to find a hidden treasure. Do not underestimate how hard working on bad code with little documentation can be. Game/graphics development is probably one of the most underappreciated and underpaid software engineering specializations, it can be very hard and easy to mess up. Changing one thing can and will screw up multiple other things in this case. This can make everything coupled, in a tangled mess. Making self-documenting code isn't something everyone does well, and making good code documentation also isn't something everyone does well or puts the effort into (especially if they're getting paid basically nothing to develop some shitty anime fan service game, and then move on). being obsessed with "pure" OOP, using magic numbers and other stuff that is impossible to decipher the original intent of) that makes the code extremely hard to work on. It is also very likely that they used some sort of convoluted programming practices or bad programming practices (e.g. You have to make design decisions that may sacrifice maintainability or performance or whatever in the name of development speed. It's not like you just pop on some pngs and write a few sentences about what the mechanics of the game are supposed to be, and have the computer magically understand it. The game immediately opens up right into the action, no intro graphics, menu, start screen, nothing, just directly into the gameplay. The gameplay in this is very simple, and is honestly pretty minimal. Sakura Clicker > General Discussions > Topic Details. But unlike those other disasters presented as games, Sakura Clicker was actually rather decent, as far as a clicker goes. game development can be very complicated no matter how easy it looks. The patch still works with the new update but it doesnt allow you to use the new clothes or weapons. It is easy to say as a non-game developer that something must not be complicated to program because it doesn't look complicated.
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