Funny. I feel like being connected to my computer all the time is what makes me neglect people. But I'm married with kids and I have assignments at church and there are some Sudanese refugees our family has befriended here. And I guess the people I feel most obligated to spend my time with are the people whom I see in real life.
I often wish I could take a day all to myself and just be away from people. I love my kids. There's no doubt or question about that. I love my kids absolutely. But in general I just don't like kids and being around my kids really tries my patience. If they could be quiet and reasonable and not so demanding and not always jumping on me, I might enjoy my time with my kids more.
But anyway the thing that was actually on my mind was movement bugs and camera bugs. I thought I had all this stuff ironed out months ago, or years ago even. But now that I'm building my game's main campaign, I'm putting in lots of scripted character movement and camera movement, and that's bringing out all the edge cases. I had written out a timeline for what I wanted to accomplish this month and I'm way behind schedule, partly because I planned unrealistically, and partly because there are still so many damn bugs in the code.
Edit: Just thought I'd mention a few of the new bugs I came across.
When the player switches from manual to scripted movement, the game ignores player input. So when I switch to scripted movement while the player is walking, the "stop walking" command doesn't get detected, and the player walks off the side of the screen during the scripted encounter.
I move the near clipping plane based on camera distance in order to use my z-buffer more efficiently. So when the camera is way out to give the player a strategic view, I can automatically cull hundreds of meters of empty air. But if the player moves the camera all the way out and then a cutscene starts, it keeps the same near clipping plane and we see a bunch of partially chopped meshes.
I place waypoints around the levels and scripted character movement goes to those waypoints. I found that if I'm not careful with how high off the ground those waypoints are, the characters get stuck, trying to reach a waypoint that's too high up in the air. (I made the characters ignore height and just calculate XY distance to the waypoint before moving on.)
Edit 2: I suck at making lists apparently. I'm going to have to experiment with these buttons.