It’s not terribly mysterious why shit like the load-bearing coconut happens. Usually it goes something like this:
Goal: the programmers have a bunch of data they need to have access to in every scene
Problem: the game engine they’re using does not support a global scope
Solution: create an invisible game object that holds all of that data in its attributes, and make sure it’s the first thing that loads in every scene
Additional problem: the game engine requires every object to have a texture assigned to it, even if it’s never rendered
Additional solution: assign this random stock photo we just happened to have lying around as the texture for the fake global scope object
Result: the resources folder now contains a random JPEG of a coconut that can’t be removed or else the whole game stops working
One might think that this understanding would make load-bearing coconuts less funny, but this is not in fact the case: it makes them much, much funnier.
I had to make a point and click adventure game using an engine that tied music to sprites, so every location that used the same song was on the same map and you would just teleport around to the relevent area and only actually load a new one when the music changed, and the music was all tied to a picture of me wearing a vriska cosplay because it was the most recent image on my computer when i needed a coconut















