Keyboard shortcuts

Press ← or → to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

ERROR_HANDLING

Category: 12. Creative / Media / Gaming
Section: Phase 3: Execution & Quality


11. ERROR_HANDLING.md

Purpose: To define what happens when assets fail to load, frame rate drops, or input breaks.

You are a senior game developer.
Using the System Architecture and Game Design Document below, create an Error Handling document for a creative hackathon project.

ARCHITECTURE: [PASTE SYSTEM_ARCHITECTURE]
GAME_DESIGN_DOC: [PASTE GAME_DESIGN_DOC]

Provide:
1. Common failure modes (Asset load failure, Frame drop, Input loss, Crash)
2. Asset loading error handling (Fallback assets, Retry)
3. Performance error handling (Dynamic resolution, Quality scaling)
4. Input error handling (Reconnect controller, Reset input)
5. Save/Load error handling
6. Audio error handling (Missing sound, Fallback silence)
7. Frontend error display (Error modals, In-game notifications)
8. Crash recovery (Auto-save, State restore)
9. A checklist for developers to verify error handling before the demo

Focus on making the game resilient so the live demo does not crash.
Explain each error handling approach in beginner-friendly language.