I'm going to say inventory system. What's yours?
I would have to say implementing the design By then all the details are written down and the solution is known, but you have to begin the long journey of typing it all out.
I only work off an outline, so that part is never boring. It's actually the most fascinating because it ends up different than what I first imagined, but usually pretty cool. When I start laying things down, it just gives me more ideas to think about. I guess that's why I don't like inventory, because it's basically this rigid system that gets the job done. Messing with it mostly throws people off so they don't know what to do. It's kind of like a windows utility program or something.
For me it's always getting through QA.
Some of the things they insist on being changed are just pedantic crap, some of course are valid and should be fixed.
That's something I thankfully don't have to deal with. Another thing I think I would hate would be trying to sell it to backers. The main problem with doing it for a hobby is that it's too easy to give up on it, and then you have to find some way of distributing it.
As an engineer first and programmer second, I do the full requirements write-up, so it's a bit different on my end. I have component diagrams, high level class diagrams, sequence diagrams, protocols, state diagrams, flow charts, test specifications, etc. That's really the fun part because it all involves thinking, whiteboarding, planning, and so forth. Once that's done, all that remains is to implement and validate/verify the implementation. It's tedious because I'll stare at a document and type the equivalent C++ code. Not really fun IMO.
My experience with platform QA hasn't been that it's boring - on the contrary, it's a nail-biter! With a week to go before RTM, how many more obscure TRC bugs will they file and how many hours of overtime will we have to put in to fix them (or "fix" them) before the deadline? No one knows for sure!
Yes I agree that sometimes it can be fun, but most of the time the stuff I do is abstracted from the hardware so much that I don't get platform specific bugs.
I get things like, "the text for string #13638399u is in my opinion unspecific and should be changed", or "if you press these five keys with your left hand and these five keys with your right hand, then press the space bar with your nose, the game crashes"
That does sound totally not fun. I'm glad I'm not smart enough to do all that.
I'd say it depends on the inventory system. In interactive fiction, you get lots of fun problems to solve with inventories.
Let's say you have a lamp. Inside a box that has holes in it. Inside a plastic bag. Inside a backpack. Is the room illuminated?
Oh yeah, I wasn't talking about actually using it to solve puzzles, or design them, that's great. I just meant the mechanics of it. It has to respond to a mouse click and become a cursor for a little bit, etc. It has to keep track of things. It's not that big of a deal. I dread it though. I have to figure out the gui of the engine I'm using or write something myself.
Answering/Replying to questions on a forum, Seriously though, it would be Projectiles, Thats a pain in the Anus to do.
The endless, endless amount of coding. Testing, re-testing and coding some more.