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tosensei845334di have the very important position of "executive product consumption level maintainer" ;)
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CoreFusionX351534dI did and I would never again, at least not with the current state of the industry.
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CoreFusionX351534d@ars1
Well, op said to abstain from discussion, so I'll keep it short. Basically, video game industry today means insane, and I mean *insane* crunch, most likely being underpaid for market rate, and living in the edge of the next launch, which is usually ruined by suits that know nothing about making good games. -
cprn177533dEveryone, consider the "no discussions" clause waived.
@CoreFusionX so we know what was the worst part. But… 😆
1. What was the best part?
2. Did you work on something any of us could've played?
3. And did you use the vanilla stack when working on games?
The 3rd question comes directly from my exp with modding Unity games. I usually manage to use Vim for anything and can find a tool that can compile everything from command line. With games made in Unity I failed, though. It's just plain C#, and still mods never work compiled with plain `dotenv` or `mono`. I always have to compile it in a full Unity editor, because it apparently does something special that composes the assets, resources, etc, into the final DLL and IDK how to do it otherwise. It annoys the hell out of me. A coder who can't compile his project outside a GUI editor, for me, is the same as a coder who uses same IDE their whole career and debugs with `print`, because they don't know what a debugger is. -
CoreFusionX351532d@cprn
The best part is, at least for me, working with your teammates, because most of them share your passion for games.
I did work on something you or someone you know has most likely played. It's not the most famous MMORPG for nothing...
Can't really tell you about what you mean by "vanilla stack" since all the tools and the engine are in house.
As for your last point, know that you can most definitely build unity projects from the command line, and even fully customize the build behaviour implementing a BuildPipeline interface in a .cs script.
Assets are, at least by default, not included in .dll, that'd be insanely retarded. Scripts are, and are separated into different DLLs according to your build def assets.
And even then, unity is not "plain C#", nor mono, nor dotnet.
They use IL2CPP nowadays. They transpile C# to C++, and that might be why you have trouble.
They are making advances toward being able to run on .net core, but don't think it's happening soon.
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Satisfying my own curiosity #2:
Who here works in the video games industry?
As anyone, including visual, audio and mocap artists, etc.
I'd appreciate straining from discussions, ideally 1 comment per person starting with "I do" or "I don't" (it'd make counting easier).
question
industry
just curious
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