Join devRant
Do all the things like
++ or -- rants, post your own rants, comment on others' rants and build your customized dev avatar
Sign Up
Pipeless API
From the creators of devRant, Pipeless lets you power real-time personalized recommendations and activity feeds using a simple API
Learn More
Search - "game devs"
-
Scene: Senior developer left, 3 Junior devs(including me) are now loaded with work.
*Intern asks for help*
JuniorDev1: I have 2 projects of which i'm the lead on one. I don't have time to help anyone.
JD2: 2 projects as well dude, speak to me after work, much easier then.
Me: 3 projects, lead on two. Sure how can i help you.
Took less than 5 minutes to help the intern.
2 hours Later. Check in meeting
PM: Our Junior devs are really busy and can't always help you guys. JD1 are you overloaded?
JD1: Yes, is their anyway we can split the one projects work?
PM: Sure. JD2 are you overloaded?
JD2: Not really, but i agree on splitting the projects between the three of us.
Me: *Are these fuckers serious? i have three projects, they have 2 and they wanna give me more work because they are overloaded and don't know how to manage their time*
PM: Ok cool, i'll update it. CooCooK4Choo, i see you building your own game during lunch time. You definitely not overloaded.
Me: Actually! what i do in my lunch time is my own personal work because it's the only time i have to work on personal projects. I actually do feel overloaded with the 3 projects and now more work from them, could we split the work load evenly please.
PM: I thought you said you could handle the 3 projects?
Me: I can, i have been, but with more work coming my way i don't think i'll be able to.
PM: Unfortunately i need the other Junior Devs on demand, so i won't be able to split the work load evenly.
Me: On demand for what? Why not let the interns help?
PM: In case i need their help. The interns are helping the other Junior Devs with things that don't require too much out of them.
Me: *This FUCKEN BITCH!* Cool, I'm done with the 1 project, expect the business rules at the end of the day. I'll see if i can get the other 2 near done by Friday so i can have time to look over the code of the new projects that i'll be splitting with the other Junior Devs.
PM: Cool, glad we all on the same page.
You know what? FUCK this stupid shit of favoring people in the FUCKEN work place.
This is my first full-time job ever, I've been here for a full year today and i can honestly say these people are just giant children with money. I should know, out of work i am a giant child, but from 8:00 - 16:00 i'm a FUCKEN adult.17 -
*Game Developer*: Works 16 hour days to tight deadlines, in a team restrained by budget cuts. Goes to bed every night exhausted. Games Producer releases game with known issues because deadlines.
*Gamer* (slovenly and lives with his mum, works at McDonalds): Finds minor bug which is fixed within a few days. Rants about 'Those useless fucking games devs' for days. Acts like his life is ruined. Wants a refund on a game he has played 18 hours a day for 2 years. Has 'The Best Ideas' on how to fix the game and make it perfect.10 -
I finally got a new job!! 😃
Actually i’v been working here for 3 months, but i was in trial mode so i didn’t want to post it yet but it looks like im staying 😃
They are the most talented team i ever met, they host all our local gamejams, have their own internal game engine and a gamer bar where the company’s devs have 30% off from the prices.
Their projects are exciting (even if i’m not currently on a game project) and my team lead is awesome!
I’v been wanting to work here for about a year 😃13 -
Summing up many ridiculous meetings I've been in.
Many years ago we hired someone for HR that came from a large fortune 500 company, really big deal at the time.
Over the next 6 months, she scheduled weekly to bi-weekly, 1 to 2 hour meetings with *everyone* throughout the day. Meeting topics included 'How to better yourself', 'Trust the winner inside you'...you get the idea.
One 2-hour meeting involved taking a personality test. Her big plan was to force everyone to take the test, and weed out anyone who didn't fit the 'company culture'. Whatever that meant.
Knowing the game being played, several of us answered in the most introverted, border-line sociopath, 'leave me the frack alone!' way we could.
When she got the test results back, she called an 'emergency' meeting with all the devs and the VP of IS, deeply concerned about our fit in the company.
HR: "These tests results were very disturbing, but don't worry, none of you are being fired today. Together, we can work as team to bring you up to our standards. Any questions before we begin?"
Me: "Not a question, just a comment about the ABC personality test you used."
<she was a bit shocked I knew the name of the test because it was anonymized on the site and written portion>
Me: "That test was discredited 5 years ago and a few company's sued because the test could be used to discriminate against a certain demographic. It is still used in psychology, but along with other personality tests. The test is not a one-size-fits-all."
VP, in the front row, looked back at me, then at her.
HR: "Well....um...uh...um...We're not using the test that way. No one is getting fired."
DevA: "Then why are we here?"
DevB:"What was the point of the test? I don't understand?"
HR: "No, no...you don't understand...that wasn't the point at all, I'm sorry, this is getting blown out of proportion."
VP: "What is getting blown out of proportion? Now I'm confused. I think we all need some cooling off. Guys, head back to the office and let me figure out the next course of action."
She was fired about two weeks later. Any/all documentation relating to the tests were deleted from the server.16 -
So I was looking at the linux environment at my new job. Found 2 VM's in the local network, only one of them is documented. Noone knows about the other one or what it does, let alone usernames and passwords.
Spent over an hour trying to break in, only to find out that a couple of bored devs, that have long since left the company, set up a game server on there and noone noticed it for the past 3 years..5 -
The Linux Kernel, not just because of the end product. I find it's organizational structure and size (both in code and contributors) inspirational.
Firefox. Even if you don't use it as your main browser, the sheer amount of work Mozilla has contributed to the world is amazing.
OpenTTD. I liked the original game, and 25 years after release some devs are still actively maintaining an open source clone with support for mods.
Git. Without it, it would not just be harder working on your own source code, it would also be harder to try out other people's projects.
FZF is possibly my favorite command line tool.
Kitty has recently become my favorite terminal.
My favorite thing open source has brought forth though is a certain mindset, which in the last decade can be felt most heavily in the fact that:
1. Scientific papers with accompanying GitHub urls, especially when it comes to AI. Cutting edge research is one git clone away.
2. There are so many open hardware projects. From raspberry pi to 3d printers to laser cutters, being a "maker" suddenly became a mainstream hobby.12 -
Random fact #0
Back in the days of SEGA Saturn, SEGA was really picky in terms of the game stability. All the games that we're about to be released had to pass a series of tests, like for instance they had to run for almost a week without any crash non stop on a real hardware, or withstand cartridge tilting. If it failed, SEGA wouldn't license it and developer had to fix the bugs and re-send it again.
To fool SEGA testers, game devs we're adding exception screens with the fake "hidden content". Like in Sonic 3D Blast, it presented a screen in the image below and then the level select screen.
So yeah, it's not a bug - it's a feature11 -
This one is for devs and gamers.
But first some background story.
My girlfriend is special. Not just generically lovey mush mush special. She is 1 in 100 more accurately 1 in 10000. She was born with a rare Congenital Heart Defect {CHD}. Called Truncus Arteriosus or TA for sake of brevity. TA's main thing is the two main arteries going into the heart are fused together and never seperated at birth. It's bad news. There is no cure for this kind of thing. Simply repairs that happen over the course of life.
So here is me. Desperately trying to find a way to get the word about this and the 40 other types of CHD out there in the world. I thought. "What if I make a game..." Not based around the medical jargon but on a level people could understand. I spent the better part of the last six years attending appointments with her and still don't get it. What I do get is her Emotional state. How her CHD causes her to think and feel.
So here is the pitch.
The game is about a girl who is diagnosed at birth with a CHD. She is now in her 20's and has to undergo an open heart surgery to repair the defect. The day comes. She goes under but when she wakes up she find herself in a final fantasy style environment. This new world has a darkness cast over it. She is unknowingly the hero of this world and she has to face off with multiple bosses of varied degrees of evil.
Then after beating these bosses she really wakes up from the surgery. Waking up to the realization that the world she saved was herself. And all the bosses were manifestations of her own internal feelings. Depression, anxiety, hopelessness, Denise, desire and so on.
I would sell this game with the caveat that 2/3 of all profits get split between the Adult Congenital Heart Association and Project Heart. As those are the two main organizations that deal heavily with creating standards of care and raising awareness for CHD survivors.
Thoughts?
Note: I am still learning game dev. This is an eventual goal for me.33 -
Productive day!
Rewrote an intern's feature and briefly explained how/why
Gave intern a choice of projects, and explained them
Removed two unused models, one unused route
Dried up two views into a partial
Redesigned said partial
Tested validation edge cases (ex: Jan 10nd, 101bc)
Fixed an api
Simplified three models
Added scheduling and platform restriction to a feature
Le wild bug appears: a user with negative xp!?
Wrote a migration to expand players' max xp to 2^64-1 because a certain legacy game gives it away like my ex-boss makes promises. Chewed at devs, but they're all long gone so :/
Won two games of pool
Browsed devRant
Busy day, and all of this while falling asleep! 😊
I'm quite proud of myself today.16 -
So, I was participating in a competition, but little did I know that you could only participate in pairs. Seeing that a lot of famous indie devs were participating I was extremely hyped. But since it seemed like I was the only idiot who didn't have a partner I felt like kicking myself. Then a guy about whom I had never heard of before, probably a newbie, comes out of the blue and asks me to be his partner. Since I had no choice, I reluctantly agreed to pair up with him. The rules of the competition were to create a game based on a particular theme in a period of 1 week. To get started, I asked him about his skills as it would be better to know what our strengths and weaknesses were. He said that he was good at art and proceeded to show me some of his "previous works". I was genuinely impressed. Honestly speaking his drawing seemed a bit off but was but for a newbie, it was good. So we decided that he would take care of the art and I would code, create some basic music (nothing too fancy because of the lack of time) and if time permits, refine his art(correcting ratios, colour combinations, shading, etc.). On the first day, he would like to work in privacy and would show only the finished products to me. It seemed a bit fishy, but hey, I am all up for respecting the wishes of fellow team members.
So all was going well, or so I thought, till on the fifth day the guy confesses that he didn't get shit done. Apparently, his "previous works" were random stuff taken from the great land of internet and that he had to leave town the next day. He just wanted to "experience the life of a game developer" and "meant no harm". I flipped out, half lectured half screamed at him then asked him to get the fuck out which happened to be the only fucking thing that he was able to do correctly. I thought for an hour or so, then contacted the staff and informed them about my situation. They said that if I was okay with the handicap, I may continue. I then pulled three all nighters with about 3 hours of sleep (that too in parts of about 1 hour) everyday and was barely able to submit my game on time.
I secured the fifth place, which was pretty good if I may say so myself, but it an important lesson in my life that taught me to never trust anyone blindly.4 -
Valve:
*makes good games*
*gets fame and money*
*sells other peoples games*
*announcing future games*
*stops making games*
*sells virtual items for a ridiculous high price*
*get sued for gambling in their games*
---
*getting criticized for not making games*
*people hope*
*devs and writers for their popular games leave*
*people loose hope*
---
*valve experimenting with VR*
*not making games for over 10 years*
*still calling themselves a game developer*
---
*valve buys successful indie game developer*
*valve claims they're making games again*rant hope dies last portal i don't like that valve cooperation valve news network in a nutshell half-life16 -
The riskiest dev choice...
How about "The riskiest thing you've done as a dev"? I have a great entry for that. and I suppose it was my choice to build the feature afterall.
I was working on an instance of a small MMO at a game company I worked for. The MMO boasted multiple servers, each of them a vastly different take on the base game. We could use, extend, or outright replace anything we wanted to, leading to everything from Zelda to pokemon to an RP haven to a top-down futuristic counterstrike. The server in this particular instance was a fantasy RPG, and I was building it a new leveling and experience system with most of the trimmings. (Talents, feats/perks, etc. were in a future update.)
A bit of background, first: the game's dev setup did not have the now-standard dev/staging/prod servers; everything ran on prod, devs worked on prod, players connected and played on prod, etc. Worse yet, there was no backup system implemented -- or not really. The CTO was really the only person with sufficient access. The techy CEO did as well, but he rarely dealt with anything technical except server hardware, occasionally. And usually just to troll/punish us devs (as in "Oops ! I pulled the cat5 ! ;)"). Neither of them were the most reliable of people, either. The CTO would occasionally remote in and make backups of each server -- we assumed whenever he happened to think of it -- and would also occasionally do it when asked, but it could take him a week, sometimes even up to a month to get around to it. So the backups were only really useful for retreiving lost code and assets, not so much for player data.
The lack of reliable backups and the lack of proper testing grounds (among the plethora of other issues at the company) made for an absolutely terrible dev setup, but that's just how it was, and that's what we dealt with. We were game devs, afterall. Terrible or not, we got to make games! What more could you ask for!? It was amazing and terrible and wonderful and the worst thing ever, all at the same time. (and no, I'm not sharing the company name, but it isn't EA or Nexon, surprisingly 😅)
Anyway, back to the story! My new leveling system also needed to migrate players' existing data, so... you can see where this is going.
I did as much testing and inspection of my code as I could, copied it from a personal dev script to the server's xp system, ... and debated if I really wanted to click [Apply]. Every time I considered it, I went back to check another part or do yet more testing. I ended up taking like 40 minutes to finally click it.
And when I did... that was the scariest button press of my life. And the scariest three seconds' wait afterwards. That one click could have ruined every single player's account, permanently lost us players ...
After applying it, I immediately checked my character to see if she was broken, checked the account data for corruption or botched flags, checked for broken interactions with the other systems....
Everything ended up working out perfectly, and the players loved all of the new features. They had no idea what went into building them, and certainly had no idea of what went into applying them, or what could have gone wrong -- which is probably a good thing.
Looking back, that entire environment was so fragile, it's a wonder things didn't go horribly wrong all the time. Really, they almost never did. Apocalypses did happen, but were exceedingly rare, and were ususally fixed quickly. I guess we were all super careful simply because everything was so fragile? or the decent devs were, at least. We never trusted the lessers with access 😅 at least on the main servers where it mattered. Some of the smaller servers... well, we never really cared about those.
But I'm honestly more surprised to realize I've never had nightmares of that button click. It was certainly terrifying enough.
But yay! Complete system overhaul and migration of stored and realtime player data! on prod! With no issues! And lots of happy players! Woooooo!
Thinking back on it makes me happy 😊rant deploying straight to prod prod prod prod dev server? dev on prod you chicken migration on prod wk149 git? who's a git? you're a git! scariest deploy ever game development1 -
Get your code reviewed by as many good devs as you can. Tell them to be harsh, swallow your pride, expect the code to be torn apart. Then rinse and repeat.
It brings the "know it all" fresh grads down a peg or two, and often brings those with low self esteem up a peg or two (when they realise their code is better than they thought.) Anyone can write code that works. But writing decent, clear, well-tested code that stands up to scrutiny is a different ball game - and it's important to learn that quickly.3 -
"We should use ambiguity-driven development using co-domain model sockets, anfractuous horizontal scaling, and recursive async testing"
"What even is that"
"I found some words I like in the dictionary, and used it as the title for a medium article. I thought that's how we play the game as devs these days"6 -
Satoru Iwata.
You might remember it as the former president of Nintendo, but he was also a very impressive programmer. As he was president of HAL Laboratories, he helped with the development of Pokémon Stadium for the Nintendo 64 by porting the Pokémon Red/Blue battle system not by having any sort of documentation, but by reading the assembly source code.
He did so to allow Game Freak's developers (who were only a team of 4 at the time) to focus on their work on Pokémon Gold/Silver. But he did more: when they had to localize Red/Blue for America, they couldn't fit everything in a cartridge. They had the same problem while developing Gold/Silver, since cartridges had at most 8 Mb of storage capacity back then, and they had to fit not only the Johto region but the Kanto one as well! So Iwata stepped in, and created a graphics compression tool which managed to make everything fit in the cartridges.
He did this while not even being part of Nintendo, and the work was so impressive that the Pokémon devs thought it was "a waste to just have [him] as president!" (ie. why not make use of such programming skills).
Truly someone I look up to.8 -
For fucks sake, just because you don't know anything besides JS, you don't have to constantly complain how it's "so fucked up"!
Yeah there's a lot of frameworks. So what? Python has 50+ wsgi frameworks just for server-side apps, Linux has literary hundreds of desktop environments, C++ has over 30 actively-developed UI frameworks, and let's not even get started on CMSs or game engines. And each language comes with its own dependency management or two, NPM discourages static linking & bundling dependencies until the very end, while some others only recommend dynamically linking widely-available dependencies & always bundling the remaining ones.
Software development is constantly evolving, and for most time there's no right or wrong approach. And when one approach is chosen over another, there's a reason for that. Imagine you just found a perfect library for your use case, but some idiot decided to only offer minified code with bundled jQuery? Or a different idiot made it impossible to have multiple versions of a dependency on your system without resorting to one of various third-party hacks?
Every language has a ton of various frameworks & libraries that ultimately do the same thing, every language has a bunch of design choices you probably don't understand at first, and every language was made with a purpose and the fact that you're using it proves it achieved that.
Last but not least, all devs had to learn about quirks in various languages, and they're fucking tired when someone who barely knows a language tries to act smart going "ahaha how the fuck 0.1 + 0.2 isn't 0.3".10 -
The Steam Community forums for the Planet Zoo beta have really reinforced my decision to stay far away from game development.
A third of the posts are people who clearly have no idea what a beta is - "don't buy, too buggy". Sorry, were you expecting a finished game? You wasted your money, then.
Another third of the posts are people making decisions for the developers. A very common discussion is "Should they delay launch?" which makes my blood boil a bit. First of all, you have no fucking clue what kind of manpower this development team has. You don't manage them, and neither do I. So, neither you nor I should be making assumptions about how fast they can fix the issues, and definitely shouldn't make decisions about if the game should delay launch.
Second of all, neither you nor I know how the game is built. These fixes could mean a line of code, or they could mean a re-write of multiple core systems. We don't know, and I'm guessing you've probably never even written a line of code in your life so you REALLY shouldn't be telling these guys how to do their job.
The last third is benign discussion - people reporting bugs (even though there's an issue tracker, but that thing is fucking jam packed with 250 pages of reported issues), asking how to do xyz, posting feature requests, etc.
But if roughly 60% of the community is behaving poorly and actively working against development by pissing off the devs and drowning out constructive discussion, then yeah; I won't be going near game dev any time soon. Sure, developing business software means dealing with REALLY dumb people but at the very least they are in a business environment and not in a toxic forum of bullshit.
Oh, and as a closing remark, I love this game!13 -
Hiring junior devs is a game of Russian roulette.
You can get some one who is smart and loves coding. In this case stack, limitations etc don’t matter and experience will be great for junior and the rest of the team
Or it will be a lazy person who watched 5 videos and think to be better than everyone else. 95% of juniors are these fuckers. Takes about 1 week to find out and fire… which starts the 3 months recruiting loop again.18 -
I'll use this topic to segue into a related (lonely) story befitting my mood these past weeks.
This is entire story going to sound egotistical, especially this next part, but it's really not. (At least I don't think so?)
As I'm almost entirely self-taught, having another dev giving me good advice would have been nice. I've only known / worked with a few people who were better devs than I, and rarely ever received good advice from them.
One of those better devs was my first computer science teacher. Looking back, he was pretty average, but he held us to high standards and gave good advice. The two that really stuck with me were: 1) "save every time you've done something you don't want to redo," and 2) "printf is your best debugging friend; add it everywhere there's something you want to watch." Probably the best and most helpful advice I've ever received 😊
I've seen other people here posting advice like "never hardcode" or "modularity keeps your code clean" -- I had to discover these pretty simple concepts entirely on my own. School (and later college) were filled with terrible teachers and worse students, and so were almost entirely useless for learning anything new.
The only decent dev I knew had brilliant ideas (genetic algorithms, sandboxing, ...) before they were widely used, but could rarely implement them well because he was generally an idiot. (Idiot sevant, I think? Definitely the idiot part.) I couldn't stand him. Completely bypassing a ridiculously long story, I helped him on a project to build his own OS from scratch; we made very impressive progress, even to this day. Custom bootloader, hardware interfacing, memory management, (semi) sandboxed processes, gui, example programs ...; we were in highschool. I'm still surprised and impressed with what we accomplished.
But besides him, almost every other dev I met was mediocre. Even outside of school, I went so many years without having another competent dev to work with. I went through various jobs helping other dev(s) on their projects (or rewriting them), learning new languages/frameworks almost every time: php, pascal, perl, zend, js, vb, rails, node, .... I learned new concepts occasionally (which was wonderful) but overall it was just tedious and never paid well because I was too young to be taken seriously (and female, further exacerbating it). On the bright side, it didn't dwindle my love for coding, and I usually spent my evenings playing with projects of my own.
The second dev (and one one of the best I've ever met) went by Novo. His approach to a game engine reminded me of General Relativity: Everything was modular, had a rich inheritance tree, and could receive user input at any point along said tree. A user could attach their view/control to any object. (Computer control methods could be attached in this way as well.) UI would obviously change depending on how the user could interact and the number of objects; admins could view/monitor any of these. Almost every object / class of object could talk to almost everything else. It was beautiful. I learned so much from his designs. (Honestly, I don't remember the code at all, and that saddens me.) There were other things, too, but that one amazed me the most.
I havent met anyone like him ever again.
Anyway, I don't know if I can really answer this week's question. I definitely received some good advice while initially learning, but past that it's all been through discovering things on my own.
It's been lonely. ☹2 -
Game devs: Let's make characters as photorealistic as possible.
Some asian girls: Let's try to look as unrealistic as possible:11 -
You know. I have mixed feelings on the way people have been reacting to senzory's rant regarding the way he deals with clients. Some people believe that he is unethical, some people see it as just business(me included) but to see what the community says is somewhat interesting.
First, let me be clear on something: i have been fucked over by clients many times for being a nice guy and trying to play it nicely.
Because of this I am selective of who deserves good treatment and who gets to fuck off. But regardless of the client I do the same thing: regardless of who it is, nice or otherwise. If a project will take 1 week to complete then I tell them that it will take 3 to 4 weeks. Why? Well because I have many things on my plate, I am married and have two children, one lives with me and I try to spend as much time with them as I can. I work from 8 to 6, sometimes later and when I get home I sometimes don't do shit since at work I maintain the web services of 2 fucking college campuses.
I don't look for my clients. Through word of mouth they come to me. And being in a privileged position(there are about 5 devs here and they all suck) they can either do with my times and fees or can fuck off over the border where Pedro will do their shit on vbscript and classic ASP(which I like, but you know why this is not an option in 2018)
Apps can be sold for large quantities of money, regardless of what their use case is, if a company wants to outsource their apps to an external developer(such as yours truly) that means that they are willing to play the game. And that is what business is: a game, a survival game.
Where I live, a company will not think twice of firing a single mother for whatever reason. In the U.S of A, and specially in Texas, you can be fired for whatever reason. I have automated people's jobs without knowing it, I have made people lose their jobs and saved companies thousands with my apps. Things like that were not know to me, had I known that someone would have lost their jobs I would have tried differently.
If a company is willing to tell employees(loyal employees) to fuck off, then i do not regret charging what I do and hustling the way I do with rat faced dickheads that care not for people. If I could I would destroy entire companies here. But that is for another story.
I have been used, insulted, gambled with and have been lied to, to my face by these companies. Which has left me jaded.
Oh now, trust me. I am still highly optimistic and nice. And if someone has a small business and I can help them out, then I will lower my rate and give positive vibes in the hopes of making things better through karma. I want to see the best in people. But this does not stop me from being a shark and giving quotes the way I do.
Because companies, as an overall entity are not people with the best intentions(sometimes) and they will not take your kindness, they will take advantage if possible in an effort to save money. Its just dickhead business.
So why, as a professional and privileged developer that obtained his skills through intense study and practice, a wizard by all means, should lower to these nameless, Faceless entities?
Why should i give them the fairness they do not give others? Why should I play the high morale game and come out as a loser?
At the end of the day, I get to swim in my own pool of success, knowing that they did not get the chance to fuck me over
So if you tell me that you took advantage of your hard earned skillset, and built a cross platform app(which compiles to native binaries) and sold 2 products for one, I will tell you that you are an excellent player at their game. If you tell me that you finished before and got to charge for 2 weeks of work doing just 2 days I will say that you are an excellent time manager. And if you tell me that at the end of the day you managed to keep said customer I will tell you that you are a true professional.
There is a difference lads, in selling a product to big momma jamma's cajun restaurant, to the largest logistics company around.
Be nice to those that desserve it.6 -
One of those things that put a smile on my face happened today.
I (like many devs) am fond of Linux. So I use Linux on everything.
I'm currently doing an internship abroad in Finland(Linus Torvald's country!) for my college.
So there is this Finnish student who uses Linux. And after a while he asked what I was using so I told him that I'm running linux(arch+i3 like all the cool kids).
So one day he was like; But can you game on Linux?
I was like, yeah sure, might not work as well as Windows but some games run native and some can be emulated through wine. He was like; Hmm maybe I'll try it out.
So he installed Linux mint on his laptop and came to work. I was rather proud (even though he installed the bastard child of Debian and Ubuntu).
So far I've helped him set up streaming games from his pc to Linux and port forwarding.
But then came the big boy. Since I always try to teach him some stuff since they don't teach him a lot at his school.
He asked me if I could help him set up a plex streaming server on Linux.
So we took an old computer and installed Ubuntu Server(Lot's of information for it).
Installed and configured plex server, qtbittorrent-knox and all kind of goodies.
I started showing him how to use ssh, how the rights system works, etc.
It broke my heart a little that he want to be able to teamviewer in it.(since it's running openSSH daemon)
So he installed Ubuntu's desktop ontop of it as well as teamviewer.
It ran slow as hell because the PC has an old crummy core2duo and ddr2 2gb of ram. It chokes when multitasking.
So seeing that as well as telling him everything that can be done with a GUI can be done in CLI.
I saw the lightbulb lighting up. He gets it now. He understand the power of Linux.
That just made me smile all the way home.1 -
Screw League of Legends incompetent devs. They implemented a anti cheat solution that prohibits linux (wine) and VM users to play the game. This is really stupid. Better learn to play dota now...14
-
Got a CTO at my Unity job that's younger than me, which by itself is fine, but the only reason this guy was put into that position was because the previous CTO left the company at the time where I was relatively new and he is the person most familiar with the codebase of our primary project than I was at the time.
I understood the decision at the time, but still, having a position of power being handed to them just as a matter of inheritance doesn't command my respect. Nevertheless, I withheld my judgement at the time to see how his leadership goes.
Not even 1 year in and this young CTO started making jabs at me, calling my code hard to read and incomprehensible, to my face, in front of everybody else.
Motherfucker, I don't find his code easy to read either but I went out of my way to frequently ask him, the previous CTO and other teammates to clarify what they wrote here and there. He on the other, made no attempt to ask me for clarification and instead waited until company meetings to air these grievances.
Our boss started to ask me to follow SOLID principles (even though he can't recite what that acronym means) due to complaint from the CTO guy, even though the CTO guy doesn't even follow SOLID himself! But I took the higher road and didn't flip it right back on him.
What I did propose in return though, is that the dev team start using pull requests and have a code review process if the CTO wants to sign off on everything that gets in the codebase. Sounds reasonable enough, right? Not for this guy! He immediately starts complaining that reviewing pull requests would be more work for him. Motherfucker, you refused to go to my table to ask for clarifications about my code yet still want to understand what goes on, then do code review.
It was at this point that I realized that this guy doesn't actually want me to write good, clear code. He wants me to write code HIS way so that he can understand. Yeah okay, I can accept that idea in isolation. Some open-source projects require contributors to follow certain coding convention to make the maintainers' job easier too. One project that immediately came to mind is "In-game Debug Console for Unity 3D" (disclosure: I am a contributor to this project)
But guess what?
THIS COMPANY DOESN'T HAVE A FREAKING CODING CONVENTION. NOT WRITTEN DOWN ANYWHERE. NOT EVEN A VOCAL ONE.
What this CTO guy wants from me is a complete blackbox.
To all fellow devs out there, I hope you don't work with a CTO like this, or become one.5 -
I fucking hate chained methods. Ok, not all of them. Query things like array.where.first... that stuff is ok.
Specially if it's part of the std lib of a lang, which would be probably written by a very competent coder and under scrutiny.
But if you're not that person, chances are you'll produce VASTLY inferior code.
I'm talking about things like:
expect(n).to.be(x).and.not(y)
And the reason I don't like it is because it's all fine and dandy at first.
But once you get to the corner cases, jesus christ, prepare to read some docpages.
You end up reading their entire fucking docs (which are suboptimal sometimes) trying to figure if this fucking dsl can do what you need.
Then you give up and ask in a github issue. And the dev first condescends you and then tells you that the beautiful eden of code he created doesn't let you do what you want.
The corner cases usually involve nesting or some very specific condition, albeit reasonable.
This kind of design is usually present in testing or validation js libraries. And I hate all of those for it.
If you want a modern js testing lib that doesn't suck ass, check avajs. It's as simple as testing should be.
No magic globals, no chaining, zero config. Fuck globals forced by libs.
But my favorite thing about it that is I can put a breakpoint wherever the fuck I want and the debugger stops right fucking there.
Code is basically lines of statements, that's it, and by overusing chaining, by encouraging the grouping of dozens of statements into one, you are preventing me from controlling these statements on MY code.
As an end dev, I only expect complexity increases to come from the problems themselves rather than from needlessly "beautified" apis.
When people create their own shitty dsl, an image comes to my mind of an incoherent rambling man that likes poetry a lot and creates his own martial art, which looks pretty but will get your ass kicked against the most basic styles of fighting.
I fucking hate esoteric code.
Even if I had to execute a list of functions, I'd rather send them in an array instead of being able to chain them because:
a) tree shaking would spare from all the functions i didn't import
b) that's what fucking arrays are for, to contain several things.
This bad style of coding is a result of how low the barrier to code in higher level langs are.
As a language or library gets easier to use you might think that's a positive thing. But at the same time it breeds laziness.
Js has such a low learning curve that it attacts the wrong kind of devs, the lazy, the uninspired, the medium.com reader, the "i just care about my paycheck" ones.
Someone might think that by bashing bad js devs I'm trying to elevate myself.
That'd be extremely stupid. That's like beating a retarded blind man in a game and then saying "look, I'm way better than this retarded blind man".
I'm not on a risky point of view, just take a stroll down npmjs.com. That place is a landfill. Not really npm's fault, in fact their search algorithm is good.
It's just the community.
Every lang has a ratio of competence. Of competent to incompetent devs.
You have the lang devs and most intelligent lib devs at the top. At the bottom you have the bottom.
Well js has a horrible ratio. I wouldn't be shocked to find out that most js devs still consider using import or await the future.
You could say that js improved a lot, that it was way worse beforr. But I hate chaining now, and i hated back then!
On top of this, you have these blog web companies, sucking the "js tutorial" business tit dry, pumping out the most obscenely unprofessional and bar lowering tutorials you can imagine, further capping the average intelligence of most js devs.
And abusing SEO while they're at it, littering the entire web with copy paste content.2 -
I am an I.T Admin currently responsible for the URS, Validation, oversight of outsourced development and deployment of a new application for our company...
I've been saying once a week now for 2 fucking months that this thing will be ready to deploy at the end of the week.
With enough technical knowledge I know the hell business people put developers through, the lack of contextual understanding of the Job between the two sides is insane.
(I mean holy shit when you tab through various fields, even that ordering needs to be explicitly programmed.)
I refuse to put the pressure on our devs that I am told too, I cant submit a request and phone ten minutes later to ask if itll be done today, people plan their lives, the devs have other clients and projects... what the mother of fuck makes us so special that they must drop everything.
On top of that all the testing I do over and over and over and over reveals some pretty huge operational risks and I keep making changes so as to not blow up the operations of half our company.
I am not saying my boss is horrible or anything but Holy Hell, most people just can't put themselves in someone else's shoes for five short minutes
I try to please my boss while trying to protect my devs from abuse and sadly it results in me being in the middle of two sides playing tug of war and it is ripping me apart...
Why can't people just be more understanding and communicate and understand better... But don't worry all you beautiful game changing, world improving devs... I will always have your back3 -
getting into dev work is such a shit show. thinking back 2 years ago I decided to switch career so went on bootcamp and starting looking for junior role.
as you know full well all jobs requires 5+ years when the tech has only been around 3. Anyhow, got a junior full stack role at a start up, all good , great pace (cos of startup) and wide range of tech to learn. one minute i am doing great , next day I am not good enough and got let go (WTF?) ,also whats up with some backend devs Jesus why wouldnt you let me put a " on aws because you are the backend dev what the fuck is wrong with your ego man?
fun story number 2: after being let go of my first role due to being good dev for one day and bad the next. I went for an intern role for really low paid. well fair enough I am here to learn right guys? nope, i have experience with the main tech from my last job and I managed the take home test and despite I told them i have more experience front end they criticise my backend code , despite i was able to tell them what I have done not so well and I have found a better solution AT THE INTERVIEW. still not good enough. I was really doubting myself If I am that shit at being an fucking intern with a stack I have experience in.
fast forward another job interview I landed my current role with fantastic culture, good line manager & tech lead. nice colleague and I am being treated like a prince with the work i put in. Why is this industry so fucked?
so, folks out there trying to get into this game. dont lose hope, you can do it , you just need to get fucked a bit to know whats good out there!5 -
Reviewed some Unity game code yesterday
[HideInInspector] public NavMeshAgent agent;
Me:”why is this hidden if it’s public”
Dev: “so designers don’t fuck it up”
Me: “then why have it public”
Dev: “I need it to be set by another class”
Me: “then make it a private bar and create a get:set function”
Dev: “Why?”
Me: “Because hiding a public variables from designers is a bad model and by standards things now to be shown to the inspector should be private”
This shit is why I have no confidence in devs my age10 -
Buffer usage for simple file operation in python.
What the code "should" do, was using I think open or write a stream with a specific buffer size.
Buffer size should be specific, as it was a stream of a multiple gigabyte file over a direct interlink network connection.
Which should have speed things up tremendously, due to fewer syscalls and the machine having beefy resources for a large buffer.
So far the theory.
In practical, the devs made one very very very very very very very very stupid error.
They used dicts for configurations... With extremely bad naming.
configuration = {}
buffer_size = configuration.get("buffering", int(DEFAULT_BUFFERING))
You might immediately guess what has happened here.
DEFAULT_BUFFERING was set to true, evaluating to 1.
Yeah. Writing in 1 byte size chunks results in enormous speed deficiency, as the system is basically bombing itself with syscalls per nanoseconds.
Kinda obvious when you look at it in the raw pure form.
But I guess you can imagine how configuration actually looked....
Wild. Pretty wild. It was the main dict, hard coded, I think 200 entries plus and of course it looked like my toilet after having an spicy food evening and eating too much....
What's even worse is that none made the connection to the buffer size.
This simple and trivial thing entertained us for 2-3 weeks because *drumrolls please* none of the devs tested with large files.
So as usual there was the deployment and then "the sudden miraculous it works totally slow, must be admin / it fault" game.
At some time it landed then on my desk as pretty much everyone who had to deal with it was confused and angry, for understandable reasons (blame game).
It took me and the admin / devs then a few days to track it down, as we really started at the entirely wrong end of the problem, the network...
So much joy for such a stupid thing.18 -
Dear devs/studios,
Stop showing me ads while in the middle of a game or while I'm actively using the app. At least wait till the process is completed.1 -
!multirant
1. MonoDevelop
Installed Unity for a game I'm working on. Realized I didn't reinstall VS when my SSD got corrupted. Didn't install VS plugin w/ Unity.
So now I have MonoDevelop. It's not a bad editor, but PLEASE. IF YOU ARE GOING TO HIGHLIGHT A FUNCTION WITH RED BECAUSE IT DOESNT EXIST IN THE CLASS, THEN TELL ME, WHAT THE FUCK EXISTS IN THE CLASS!
2. UnityJS
Unity's JS implementation is terrible.
First, let's throw basic syntax shit out on the window. string.toUpperCase? Nah, let's make it string.ToUpperCase to annoy the shit out of devs.
AND SOME OF THE STANDARD FUNCTIONS ARENT EVEN FUCKING WORKING!
Need to use parseInt(string, 2)? WELL GO FUCK YOURSELF, BECAUSE WE DIDNT IMPLEMENT THAT SHIT.
...or use C# I guess...
FUCK UNITY.
🖕🖕🖕15 -
Game devs/other content creation people, how do you version control large asset files? So far I've been using git, but is there a better way?9
-
It began when I was tasked with creating a better and more engaging experience for our new Facebook page. This was in Facebook's early days, so there were not really any "best practices". We were making it up as we went along. I decided one way would be to game-ify things, since gaming, at the time, was a Big Deal on Facebook and people were starting to use it to build customer funnels.
Grasping for low-hanging fruit, I decided a Tetris variant around our topic would be fun. I had to hire a dev because at the time I was a static HTML web developer just getting into social media management. I knew nothing about game development or how to use Facebook's API for such things.
Long story short, we got about $10,000 (FB app devs came at a premium then) into the project when I came across a very recent article about the history of Tetris games. It said that even though Tetris had once been considered for all intents to be public domain due to it being created by a Russian coder during the Cold War, it had just been acquired by an IP protection entity that was charging royalties for any variant of Tetris created from a specific date onward and paying the original developer. So, even though I thought I had been thorough in my initial permissions checking, it turned out we were gonna be in deep doo-doo with licensing fees and restrictions if we released this game to the public.
I had to call my boss and admit my error. She was FURIOUS and really gave me an ass-chewing over it. I then had to call the marketing person whose budget I'd been slaving away at wasting. She was a bit more forgiving (her budget was in the millions). Then I had to call the corporate legal department and explain what was going on. They told me to immediately pay any outstanding hours, then fire the dev but not before getting him to send me all code and assets, deleting his copy, and then, upon my receipt of those assets, deleting MY copy so that nothing of it ever existed. And I was supposed to say _nothing_ to the dev about why he was being let go, so that there would be no "trail" leading back to this fiasco. (The dev hounded me for weeks asking what he'd done wrong. It killed me that I was bound and gagged by corporate legal and couldn't tell him.)
I was in so much trouble. I was literally in tears over it. I'd never wasted that much money in my life. That incident pretty much sealed my fate as far as any trust my bosses ever put in me again (not much at all). I was a bit of a pariah in a lot of ways for the next 5 years whereas I had come onto the team as a young social media rockstar at first.
After that, and a couple of other bad scenarios that were less my fault and more due to a completely dysfunctional management and reporting structure, they eventually "transferred" me to another team. Which was really just a way of getting rid of me by sending me to a department that was already starting to outsource overseas and lay people off. It was less messy that way. I was in the first set of layoffs.
Since then, I've had a BIG fear of EVER joining a large corporation EVER again. I prefer to work for small businesses now, even if I get paid less. Much less stressful from an office politics and impact of mistakes standpoint.3 -
It's been a crazy month. Python, redis, Linux. But this one should be a bit closer to home.
Telltale games, a US game development studio is winding up and let go all their staff without severance and were told they had 30 minutes to leave the premises.
Most of the devs were living paycheck to paycheck because of the high cost of living. Some were hired a week earlier and uprooted their families to work there.
That situation is bad enough. But what's worse is the sheer lack of empathy by the customers for the staff. They just want their product cone hell or high water. One even insisted that the devs should work for free until they deliver...
Pleasing the customer should never come at the expense of your staff. We still have a long way to go as an industry
https://youtu.be/QoEHVABcVkw6 -
Not as much of a rant as a share of my exasperation you might breathe a bit more heavily out your nose at.
My work has dealt out new laptops to devs. Such shiny, very wow. They're also famously easy to use.
.
.
.
My arse.
.
.
.
I got the laptop, transferred the necessary files and settings over, then got to work. Delivered ticket i, delivered ticket j, delivered the tests (tests first *cough*) then delivered Mr Bullet to Mr Foot.
Day 4 of using the temporary passwords support gave me I thought it was time to get with department policy and change my myriad passwords to a single one. Maybe it's not as secure but oh hell, would having a single sign-on have saved me from this.
I went for my new machine's password first because why not? It's the one I'll use the most, and I definitely won't forget it. I didn't. (I didn't.) I plopped in my memorable password, including special characters, caps, and numbers, again (carefully typed) in the second password field, then nearly confirmed. Curiosity, you bastard.
There's a key icon by the password field and I still had milk teeth left to chew any and all new features with.
Naturally I click on it. I'm greeted by a window showing me a password generating tool. So many features, options for choosing length, character types, and tons of others but thinking back on it, I only remember those two. I had a cheeky peek at the different passwords generated by it, including playing with the length slider. My curiosity sated, I closed that window and confirmed that my password was in.
You probably know where this is going. I say probably to give room for those of you like me who certifiably. did. not.
Time to test my new password.
*Smacks the power button to log off*
Time to put it in (ooer)
*Smacks in the password*
I N C O R R E C T L O G I N D E T A I L S.
Whoops, typo probably.
Do it again.
I N C O R R E C T L O G I N D E T A I L S.
No u.
Try again.
I N C O R R E C T L O G I N D E T A I L S.
Try my previous password.
Well, SUCCESS... but actually, no.
Tried the previous previous password.
T O O M A N Y A T T E M P T S
Ahh fuck, I can't believe I've done this, but going to support is for pussies. I'll put this by the rest of the fire, I can work on my old laptop.
Day starts getting late, gotta go swimming soonish. Should probably solve the problem. Cue a whole 40 minutes trying my 15 or so different passwords and their permutations because oh heck I hope it's one of them.
I talk to a colleague because by now the "days since last incident" counter has been reset.
"Hello there Ryan, would you kindly go on a voyage with me that I may retrace my steps and perhaps discover the source of this mystery?"
"A man chooses, a slave obeys. I choose... lmao ye sure m8, but I'm driving"
We went straight for the password generator, then the length slider, because who doesn't love sliding a slidey boi. Soon as we moved it my upside down frown turned back around. Down in the 'new password' and the 'confirm new password' IT WAS FUCKING AUTOCOMPLETING. The slidey boi was changing the number of asterisks in both bars as we moved it. Mystery solved, password generator arrested, shit's still fucked.
Bite the bullet, call support.
"Hi, I need my password resetting. I dun goofed"
*details tech support needs*
*It can be sorted but the tech is ages away*
Gotta be punctual for swimming, got two whole lengths to do and a sauna to sit in.
"I'm off soon, can it happen tomorrow?"
"Yeah no problem someone will be down in the morning."
Next day. Friday. 3 hours later, still no contact. Go to support room myself.
The guy really tries, goes through everything he can, gets informed that he needs a code from Derek. Where's Derek? Ah shet. He's on holiday.
There goes my weekend (looong weekend, bank holiday plus day flexi-time) where I could have shown off to my girlfriend the quality at which this laptop can play all our favourite animé, and probably get remind by her that my personal laptop has an i2350u with integrated graphics.
TODAY. (Part is unrelated, but still, ugh.)
Go to work. Ten minutes away realise I forgot my door pass.
Bollocks.
Go get a temporary pass (of shame).
Go to clock in. My fob was with my REAL pass.
What the wank.
Get to my desk, nobody notices my shame. I'm thirsty. I'll have the bottle from my drawer. But wait, what's this? No key that usually lives with my pass? Can't even unlock it?
No thanks.
Support might be able to cheer me up. Support is now for manly men too.
*Knock knock*
"Me again"
"Yeah give it here, I've got the code"
He fixes it, I reset my pass, sensibly change my other passwords.
Or I would, if the internet would work.
It connects, but no traffic? Ryan from earlier helps, we solve it after a while.
My passwords are now sorted, machine is okay, crisis resolved.
*THE END*
If you skipped the whole thing and were expecting a tl;dr, you just lost the game.
Otherwise, I absolve you of having lost the game.
Exactly at the char limit9 -
*flashback to days of windows xp*
Just finished formatting and installing xp on friend's trash pc cuz the os was compromised due to a shitload of viruses. Notice that other partitions might still be infected and i don't have an antivirus on me.
"Big boi Ill be back in an hour, just whatever you do, don't open ANY drives no matter how urgent it is. Just Don't do it or i won't be able to help you"
Come back and VIOLA this worthless trash avocado opened a drive to play a game and d pc was infected. Again. Back to square one. It almost broke my heart. Almost.
I remember that day well. I was 15yo and hopeful. That day marks d start of my hatred toward tech incompetent people.
SO FKIN
A N G E R Y
So today
College
My classmates stink of incompetence. I'm not that smart in fact i consider myself to be a noob among devs but seeing ppl that are several order of magnitudes trashier than me breaks my heart and makes me soo Fkin
A N G E R Y
Hey you cunt of a skunk, WHY can't you even compile a fkin cpp file without an IDE what the fuck is wrong with you? What do u mean ur program isn't compiling? Well it literally says there syntax error on line 15 congrats u moron u fkin spelled else as esle. Why shud I waste my time on stupid Shitty ppl like u huh?
And waddup mr shithead.No. Not gonna help you partition ur drives and install a fkin linux just cuz ur too lazy to google it urself.
And if i refuse to help cuz im working on my shit then I AM D BAD GUY? Stop bitching about me u lazy bastards get ur lazy arse off and read the fkin book. Watch a tutorial or sm shit why the fuck can't u understand YOU LITERALLY PAY TO COME HERE AND YOU AREN'T EVEN TRYING TO LEARN THE BASICS GOOD LUCK GETTING A JOB YOU WORTHLESS CUNTS.
Now now all the poison is out i can finally focus on improving myself and stop giving a fuck about them. Its hard to be calm and cool when ur surrounded by ppl like this all day. Even harder when there is almost noone that you can look upto. All this time, there's only one thing I've learnt- in a place like dis, being an asshole is better dan being polite.3 -
Finally getting off my proverbial ass and doing something about the lack of games I like. Going to focus on making an engine for the kind of games I want to play.
No, I am not starting from scratch. Going to base my engine on Godot and use it for my own titles. I am not insane. Making it from scratch is too much work these days. But the indies are shifting from Unity to other engines right now. So a lot of wanted attention will be placed on better alternatives. This means more content and plugin choices will be available to Godot devs.
I kept making excuses as to how hard it will be or it will take forever. It only ended up taking me further away from what I wanted. I have my wishlist of features and I will focus on modularizing them so they can be used as needed. If it makes sense I will make these modules available to the community at Godot. This will help get feedback on what can be improved and generalized further. It will also reduce development costs in the long run. I want to take the approach that No Man's Sky has taken for content and generate as much as I can. I am fascinated by generating objects using algorithms. This seems to be a trend in games.
The struggle I have with games: I want to build things like structures in game (aka Minecraft), I want to build characters in game (aka RPGs), I also want to deform terrain (aka organic voxels), and I want a mixed genre (guns and dragons). Nothing like this exists in a form I want to pay for. I also want to be able to mod the game and for other people to be able to mod the game. That really narrows the list of games down to nothing. Sure there are few games that hit these bullet points, but not all in the same game.
I am finding I struggle to be engaged intellectually at work. I do what I have to for a paycheck. I think having a side project will help with this. One that is radically different than what I do at work is going to be helpful. I need to be realistic about expectations. I probably shouldn't expect any real progress for at least 2 to 3 years and probably more likely 5 years. I have some experience with the tool chains from other engines I have worked with. I also want something that I own and is mine. Even if it sucks.33 -
I'm facing something really strange, in a coffee shop I go to usually, all downloads even if from terminal download speed is at best 200KB/s and at worst 50KB/s, but there is this game armored warfare, it reaches 2MB/s download speed on the same connection, while at home everything goes to max 200KB/s.
My question is, how do the devs at armored warfare do this? use max connection speed or are there any configs need to be changed so I can reach max speed in any downloading?31 -
It has always pissed me off that people will judge a game because it doesn’t have good/traditional graphics, or an incredible story, or other stuff like that.
So when people judge video games like Dwarf Fortress & NetHack, I get pissed because the devs that made those games put so much effort in creating really complex amazing games that are really detailed and fun (if you take the time to learn)
And those games can be so complex because they are ascii based and I personally don’t see that as a bad thing because that means they can just focus on gameplay and it’s fucking awesome and to me it’s inspiring.
Idk if anyone else agrees but it’s always just pissed me off to hear “That’s stupid it has no graphics” or “this isn’t a game it’s just text” or other stupid shit.11 -
!rant
Ok dev's, im proposing a small movement for windows 10 mobile, if you have used windows 10 mobile personally, you will know it is actually a fantastic operating system that is super snappy and easy to develop for (No i'm not a microsoft fan boy, far from actually).
The only downfall of the OS is the app support, so im proposing devs come together and create quality apps and games for win 10 mobile.
Hopefully this can sort of persuade others into a revolution of sorts (And hopefully change microsofts mind of abandoning it), I personally will support windows 10 mobile for every game I create, within reason.14 -
So.... a while ago my non tech friends asked me to help with their game... As all of the devs out there who wish to make a game or work in HW company I decided to say YES....
Basicly the game was a 2D infinite runner and when I looked at it it seemed like it was allmost ready, but it was not :D
The codebase was horrible.... Non of those two knew how to write scripts properly.... Half of the time I spent trying to teach both of them how to code properly and make the code readable for other coders..... After that most of the time went in troubleshooting 3rd-party plugins regarding google play services and fixing anoying performance issues.....
And last friday we launched it for Android https://goo.gl/MZpjf9
I'm really proud of my non tech friends because they withstood my complaining about the sourcecode and learned a lot of new thing these past months!!! It was a pleasure making this with them..... I know that the game is simple and it could have been done in much shorter time, but part of the expirience is fun and making things happen with your friends!!!1 -
I'll give you a few reasons to walk away from a dev's chair:
1. if you want your life to be simple and not challenging, if you just want to go with the flow - choose something else. Dev's life will definitely bring some challenges to your day (and sometimes night, and sometimes - your weekends). Especially if you feel you are a perfectionist, dev life could turn your life into a living hell if not handled with care.
2. If you like to see people smiling, if you love that feeling when you help someone and that someone has a better day thanks to you - choose something else. 1st line SD would probably do, but the further from technology you go - the more smiles (and human faces overall) you'll see.
3. If you prefer person-to-person interaction over to talking to machines - definitely don't be a dev. Go to management, administration or smth else, but development. >90% of the human interaction in this field is arguments and conflicts; ~8% are requests for assistance, and the remaining 2% are shared by saying "hi" to the office administrator and your (semi|)annual reviews with your manager. Not kidding.
4. If you have a personality where you find it difficult to stand your ground and not budge to the pressure/blame game/your managers asking you to stay in late. Like it or not, it happens quite often. Many devs have spoiled the management by budging to their requests/demands to stay for OT/unpaid OT to "fix the mess they have made". That's a blame game right there. And these people stay in and do what the slaves do - work for free because they are yelled at. And then management sees this technique work and (ab|)uses it on other devs. If you can say NO and stick to it, prolly wave with some printed paragraphs of labour law in front that manager's nose - it won't be a problem. But if your consciousness is too troubling - stay away from this field of engineering.
5. If you want to easily "disconnect" from work and go do something else - dev's career might be a problem. Yes, your computer might be shut down/hibernated/suspended after 5pm until 9m the next morning, but your brain will most likely keep trying to solve the problems you were facing. You'll prolly use your own computer to do some research, check some forums, docs, etc. - this is all your free time, this is all your family time donated to your manager (and to your personal knowledge base). Not to mention, all these things you learn will soon enough become obsolete, as new technologies will replace them. So if you'd like to easily "disconnect" after 5pm, doing that as a dev might be too challenging.1 -
I love one particular old game. It's called Port Royale (the first one). Why? Because the game crashes a lot. Players know that, devs knew that. It's so old and unknown to people who haven't played that devs don't even fix it. But, but... why do you write it here?
This game tought me autosaving! Yeah, they have autosaving in [5, 10, 15] minute intervals, but the game is so fast, that even a little change you do will cripple your whole economy. Not to mention the saving mechanism is partially broken (or that's what the log says, fml). By broken I mean it tries to autosave, but sometimes it crashes the whole thing, just because it can. A game with special effects - crashing in _intervals_!
Because of this lovely game I have a habit of saving and staging (or even commiting). Maybe they should be proud for making such a bug. Saved me once again a minute ago when I managed to crash Emacs with Python. :D1 -
Crazy... Hm, that could qualify for a *lot*.
Craziest. Probably misusage or rather "brain damaged" knowledge about HTTP.
I've seen a lot of wild things when devs start poking standards, but the tip of the iceberg was someone trying to use UTF-8 in headers...
You might have guessed it - German umlauts. :(
Coz yeah. Fucktard loved writing everything in german, so why not write custom header names in german.
The fun thing is: It *can* work, though the usual sane thing is to keep it in ASCII range for the obvious reason that using UTF-8 (or ISO-8859-1, which is *not* ASCII) is a gamble you gonna loose.
The fun game was that after putting in a much needed load balancer between services for monitoring / scaling etc suddenly *something* seemed off.
It took me 2 days and a lot of Wireshark hoola hooping to find out why, cause the header was used for device detection aka wether it's a bot or not. Or in the german term the dev used: "Geräte-Art".
As the fallback was to assume a bot, but only rate limit based on IP, only few managed to achieve the necessary rate limit to get blocked.
So when I say *something* seemed off, I really mean a spooky kind of "sometimes IP blocked for seemingly no reason at all".
Fun stuff. The dev btw germanized everything. Untangling the code base was a lot of non fun. -.-6 -
I honestly maintain a positive opinion that almost (again read almost) all devs are not inherently evil. Those who are made do those autoplay vids were probably asked by management, the game devs at EA are forced to use Frostbite which isn’t suitable for everything, like RPGs, and Apple devs aren’t trying to maximise profits by limiting so much to the consumer world (e.g the bloody XCode license), but are forced in by this corporate model.
A lot of shit is given to devs and sometimes I think it’s undeserved. In their shoes most people would too go against their moral compass if it meant that they won’t lose their jobs. I’m sure when battlefront was in the works it wasn’t the devs that came up with that whole shitstorm model.2 -
Who thought Lua was a good idea for extending gameplay functionality??
It's weakly typed, has no OOP functionality and no namespace rules. It has no interesting data structures and tables are a goddamn mystery. Somebody made the simplest language they could and now everybody who touches it is given the broadest possible tools to shoot themselves in the foot.
Lua's ease of embedding into C++ code is a fool's paradise. Warcraft 3's JASS scripting language had way more structure and produced much better games, whilst being much simpler to work with than Lua.
All the academics describing metatables as 'powerful extensionality' and a fill-in for OOP are digging the hole deeper. Using tables to implement classes doesn't work easily outside school. Hiding a self:reference to a function inside of syntactic sugar is just insanity.
Nobody expects to write a triple-A game in lua, but they are happy to fob it off to kids learning to program. WoW made the right choice limiting it to UI extensions.
Fighting the language so you can try and understand a poorly documented game engine and implement gameplay features as the dev's intend for 'modders', is just beyond the pale. It's very difficult to figure out what the standard for extending functionality is, when everybody is making it up as they go along and you don't have a strongly-typed and structured language to make it obvious what the devs intended.
If you want to give your players a coding sandbox, make the scripting language yourself like JASS. It will be way better fit for purpose, way easier to limit for security and to guarantee reasonable performance. Your players get a sane environment to work in and you just might get the next DOTA.
Repeatedly shooting yourself in the foot on invisible syntax errors and an incredibly broad language is wasted suffering for kids that could be learning the programming concepts that cross all languages way quicker and with way more satisfying results.
Lua is hot garbage for it's most popular application, I really don't get it. Just stop!24 -
what kind of dumb fuck you have to be to get the react js dev job in company that has agile processes if you hate the JS all the way along with refusing to invest your time to learn about shit you are supposed to do and let's add total lack of understanding how things work, specifically giving zero fucks about agile and mocking it on every occasion and asking stupid questions that are answered in first 5 minutes of reading any blog post about intro to agile processes? Is it to annoy the shit out of others?
On top of that trying to reinvent the wheels for every friggin task with some totally unrelated tech or stack that is not used in the company you work for?
and solution is always half-assed and I always find flaw in it by just looking at it as there are tons of battle-tested solutions or patterns that are better by 100 miles regarding ease of use, security and optimization.
classic php/mysql backend issues - "ooh, the java has garbage collector" - i don't give a fuck about java at this company, give me friggin php solution - 'ooh, that issue in python/haskel/C#/LUA/basically any other prog language is resolved totally different and it looks better!' - well it seems that he knows everything besides php!
Yeah we will change all the fucking tech we use in this huge ass app because your inability to learn to focus on the friggin problem in the friggin language you got the job for.
Guy works with react, asked about thoughts on react - 'i hope it cease to exists along with whole JS ecosystem as soon as possible, because JS is weird'. Great, why did you fucking applied for the job in the first place if it pushes all of your wrong buttons!
Fucking rockstar/ninja developers! (and I don't mean on actual 'rockstar' language devs).
Also constantly talks about game development and we are developing web-related suite of apps, so why the fuck did you even applied? why?
I just hate that attitude of mocking everything and everyone along with the 'god complex' without really contributing with any constructive feedback combined with half-assed doing something that someone before him already mastered and on top of that pretending that is on the same level, but mainly acting as at least 2 levels above, alas in reality just produces bolognese that everybody has to clean up later.
When someone gives constructive feedback with lenghty argument why and how that solution is wrong on so many levels, pulls the 'well, i'm still learning that' card.
If I as code monkey can learn something in 2 friggin days including good practices and most of crazy intricacies about that new thing, you as a programmer god should be able to learn it in 2 fucking hours!
Fucking arrogant pricks!8 -
Man wk89 awesome... bringing back a lot of memories. The one thing really stands out to me though is the software.
I see a lot of rants about people shocked that turboC is still in use or other DOS programs are still in production. A lot can of bad be said here but I think often it's a case of we truly don't build things like we did in the good old days.
What those devs accomplished with such limited resources is phenomenal and the fact that we still haven't managed to replicate the feel and usability of it says a lot, not to mention just how fucking stable most of it was.
My favourite games are all DOS based, my most favourite of all time Sherlock is 103kb in size. When I started coding games I made a clone of it and to this day I am still trying to figure out what sorcery is in the algorithm that generates/solves puzzles that makes it so fast and memory efficient. I must have tried 100+ ways and can't even come close. NB! If you know you can hint but don't tell me. Solving this is a matter of personal pride.
Where those games really stand out is when you get into the graphics processing - the solutions they came up with to render sprites, maps and trick your eyes into seeing detail with only 4-16 colours is nothing short of genius. Also take a second to consider that taking a screen shot of the game is larger than the entire game itself and let that sink in...
I think the dramatic increase in storage, processing power and ram over the last decade is making us shit developers - all of us. Just take one look at chrome, skype or anything else mainline really and it's easy to see we no longer give a rats ass about memory anywhere except our monthly AWS/GCE bill.
We don't have to be creative or even mindful about anything but the most significant memory leaks in order to get our software to run now days. We also don't have constraints to distribute it, fast deliver-ability is rewarded over quality software. It's only expected to stay in production 3-4 years anyway.
Those guys were the true "rockstars" and "ninja" developers and if you can't acknowledge that you can take ya React app and shovit. -
I have met a game developer today who genuinely browse the internet using MS Edge by choice.
His reason: sine I was little I loved Microsoft, I accept the fact that some websites don't show properly on Microsoft's browser, by using their browser I keep reminding myself that loyalty to what I love is more important than practicality.
My response to him: bbut... As long as you're happy!
As a web developer I feel that myself and other web devs have the responsibility to kick Microsoft in the butt to make their browser good enough for loyal people like that guy!14 -
In case there are any game devs here: unskippable cut scenes will make me want to hang you off the ceiling by your feet and whip you for the full duration of every single cut scene in your game.
Spend the extra minute and add a skip button. Got it?3 -
1. It's gonna be more and more specialized - to the point where we'll equal or even outdo the medical profession. Even today, you can put 100 techs/devs into a room and not find two doing the same job - that number will rise with the advent of even more new fields, languages and frameworks.
2. As most end users enjoy ignoring all security instructions, software and hardware will be locked down. This will be the disadvantage of developers, makers and hackers equally. The importance of social engineering means the platform development will focus on protecting the users from themselves, locking out legitimate tinkerers in the process.
3. With the EU getting into the backdoor game with eTLS (only 20 years after everyone else realized it's shit), informational security will reach an all-time low as criminals exploit the vulnerabilities that the standard will certainly have.
4. While good old-fashioned police work still applies to the internet, people will accept more and more mass surveillance as the voices of reason will be silenced. Devs will probably hear more and more about implementing these or joining the resistance.
5. We'll see major leaks, both as a consequence of mass-surveillance (done incompetently and thus, insecurely) and as activist retaliation.
6. As the political correctness morons continue invading our communities and projects, productivity will drop. A small group of more assertive devs will form - not pretty or presentable, but they - we - get shit done for the rest.
7. With IT becoming more and more public, pseudo-knowledge, FUD and sales bullshit will take over and, much like we're already seeing it in the financial sector, drown out any attempt of useful education. There will be a new silver-bullet, it will be useless. Like the rest. Stick to brass (as in IDS/IPS, Firewall, AV, Education), less expensive and more effective.
8. With the internet becoming a part of the real life without most people realizing it and/or acting accordingly, security issues will have more financial damages and potentially lethal consequences. We've already seen insulin pumps being hacked remotely and pacemakers' firmware being replaced without proper authentication. This will reach other areas.
9. After marijuana is legalized, dev productivity will either plummet or skyrocket. Or be entirely unaffected. Who cares, I'll roll the next one.
10. There will be new JS frameworks. The world will turn, it will rain.1 -
For you game Devs out there,
There should be a UE 4.20 this year... Gives a whole new meaning to baked lighting 🌿💡3 -
ok, so i remake music and make sprites sheets for smaller developers, in an attempt to make them more recognizable. the devs normally give me a place in the "special thanks" section of the credits, and then i got people spam messaging me asking me to make them a game or something, so i explain to them i dont make games, just assets. however no matter how many times i tell certain people, they still keep on asking me to make a game when all i do is remake music and do a bit of pixel art, so the conversation usually goes a bit like this -
Them: Hi! I was wondering if you could make me a game?
Me: I don't actually MAKE games, just things you can use in your game.
Them: So can you make me a game?
Me: I don't know a single bit of programming, i just like to remake stuff.
Them: YOUR A FAKER???
Me: No-
Them: YOU SAID YOU CAN MAKE ME A GAME!
Me: i never said that, and i DON'T make GAMES,
JUST ASSETS.
Them: i'm blocking you
Me: why tho
Them: blocked :)
Me: [content hidden]
___________________________________________________
so yeah. this is why i stopped making assets for games and just remixed tunes for personal use.4 -
Convo with me an my friend today (i purposefully left out my opinions and reactions):
Friend: i want to learn c#
Me: sounds good, but I'd go java if i were you
F: yeah but i want to do unity
M: sounds good, but I'd go with unreal engine if I were you
F: what language is unreal engine?
M: C++, but if you want to make apps, go with unity
F: yeah I want to make an android app
M: sounds good, but I'd try out renderscript if I were you
F: yeah I've used that before
M: oh really? What does it do?
F: I don't know
M: its for gpgpu because android game devs needed better performance
F: yeah I've used that
M: what does gpgpu stand for?
F: umm… i know what gpu stands for
M: okay dude, you didn't use it
F: yes I did, I made a cypher
M: dude, you didn't use it
F: yes I did!
M: what does gpgpu stand for?
F: *left*
*five minutes later*
M: *checks phone*
M: *sees text from friend*
Text from friend: dude it was general purpose gpu1 -
Aight devs, let's start a war.
Throw at me your best UI framework yet.
Anything (except game engines), cross platform preferable.
++ for why and how easy/hard to learn.26 -
I will never ever see, play, or think about video games the same way again. Even playing all my childhood games is never the same.
I will now forever see the game from the inside out, imagining what code the devs might have written to achieve what is happening: sprites, audio, triggers, AI algos, etc. No longer is a player or character just a player or character; they're sprites, animations, classes and variables and method calls. o.o2 -
There's this online game I like to play, basically you can play against 2 or 3 other people / robots. It's been free to play for almost a decade, but recently they decided to limit how many games you can play each day, unless you buy membership. It's not much, about 2€ per month, so I bought it to support the devs, they're doing good work and they're not spamming players with ads, so they need to get money for those servers somewhere.
But now I kinda regret it; there used to be a whole lot of casual players online all the time, now casual players reach their daily limit and when I log on in the evening, there are almost exclusively paying members left, giving you absolute shit for the tiniest mistakes.
On a completely unrelated note, what casual / relaxing multiplayer games would you recommend that don't require too much thinking & long-term skills?12 -
Fuck you Steam, just fuck you and your price politics.
I have a Swiss and one Russian Steam account. I have on my Swiss account over 450 Games and on the russian one around 4.
I have a friend in Russia and to play some games with him, I need a russian account.
Guess what? Since the last change to Steam Shop I cant use my Swiss Credit Card anymore to buy games in Russia.
Now when I want to test a game first on the russian account and when it's good to buy it after on my main Account, I can't.
Why should I pay for a game in Early Access the full price, when the game is bad and will be abadoned in a half year?
Sure they are some good early access games, which I payd the full price for (Switzerland has the highest Steam Game prices). As example ARK or Battlegrounds. I love these games and like to support the Devs.
But I get really angry when I have to pay for a Game which is worth 5 $ and sold in my Country for 20 $ and will be unsupported after a year.
Really fuck you Valve and Steam 🖕🏻🖕🏻😡
Atleast refund the people the money, when the game is abadoned! But sure, you're just in for a Cash Grab...4 -
Dear Game-Devs,
if your game takes some time to load that's fine but please do NOT let me press a button after starting the game and THEN start loading the menu for some time and instead load the menu immediately! What's the point of that? If I know it takes some time I want to start it and maybe get a coffee and when I come back everything is loaded...6 -
The source engine is interesting, because it has reached that stage of life where it's old enough to be remarkable-- in the sense that it could be called 'legacy', a sort of milestone in development practices and thinking, both in software, and design.
That said, a better look at it might be from the lense of *uses today*.
A lot of former source engine (SE) devs are now going to unity or unreal, I don't blame them.
But it's interesting to examine examples of games that haven't.
One such game is the freeware "No More Room In Hell". A couple online play throughs shows a wealth of well designed maps (and an even greater horde of shovelware maps, but hey, you take the good with the bad).
The age of the engine itself shows. Even in games like Left 4 Dead the engine's age can be seen. This, in some respects has been a drag, but also a blessing. Where other games could rely on their effects, shaders, and other tech, modders, map makers, and designers have had to rely on wit and creativity.
Enter "situated environments."
In an age where many people desire to travel, to go places, and have grown up doing the exact OPPOSITE, there is a great desire for variety of locations in games: not merely 'environmental' in the shallow sense of a 'theme' such as 'lava', 'tundra', etc. But in the sense of setting in general.
We want places that are both out of reach and yet familiar. Fire-fights happen in city streets. Apocalypses happen in neighborhoods where the skyline is both broken and at once something we know by sight. Open air markets, grocery stores, neighborhoods, all of these provide the back drops of popular games and series such as COD, Battlefield, The Last of Us, and yes, the example game, NMRIH.
I call this idea of 'familiar but out-of-reach level design', "situated environments", because familiarity with them, but *lack of real life experience* with them, on a day to day basis, allows people's expectations to fill in the gaps.
No one for example would argue the layouts of 7 Days To Die are familiar, but most of us don't spend all day in a junkyard or a high rise hotel.
So they *feel* familiar. Likewise with Skyrim, the villages and towns, both iconic and strange, our expectations formed by cultural inheritance, hollywood films, television shows, stories, childrens books, and yes, other games.
In a way, familiarity-without-real-in-person-experience is a shortcut for designers, one that lets them play with the player's head-space, the players subconscious idea of how a space and setting *should* work, what to *expect* out of the area, how to *operate* within the area. And the more it conforms to expectations, the more surprising an overdesigned element appears to be, rather than immersion breaking. A real life example of this is people's idea of chernobyl. When they discover the amusement park and ferris wheel they're blown away by the juxtaposition of the wasteland that surrounds them and the associations ('nostalgia' as it were) that such a carnival ride carries for many of us. It simultaneously *doesn't belong* and is yet all at once *perfectly situated in the environment*.
It is to say 'surreal', which is adjacent to the idea of *being real*, in terms of our "perception of what is and isn't plausible, if not possible."
This is at the heart of suspension of disbelief, because in essence, virtual worlds are a lie, like fiction, and good fiction violates expectations in order to tell us truths about reality. As part of our ability to differentiate bullshit from reality, there is to say an element in our bullshit detectors (doubtless evolved over many 10's of thousands of years), that is designed to not merely detect what is absurd in our limited experience, but to incorporate absurdity into everyday experience. In that sense part of our rationality is the acceptance of irrational experiences, learning from it, and discovering 'a proper place for each thing' in the "models of the world" we all carry around in our heads. Eventually we normalize the absurd, it becomes the new reality, and what remains unassimilated becomes superstition (real or otherwise), a figment, or an anomaly.
One of the best examples I've encountered is The Last of Us: Left Behind, a good chunk of which is spent in a mall. And they nailed the environment perfectly I would say.
Or for those who don't own a PS4, a more accessible example is a map in NMRIH aptly called "the museum", and few words better do it justice than to go play it yourself--that is, if you really want to know what I mean by a 'situated environment'.
What better way, during this pandemic, to get out of the news cycle and into your own head? Sometimes the best way to escape isn't outside, it's within.3 -
One elementary school teacher of mine once said:
"In a football (soccer) game, the goalkeeper can be a very good player. He can make some incredible saves during the match. If he concedes a howler, people will remember him by that.
The forward can do everything wrong during the match. If he manages to score one goal, this is sufficient to justify why he was playing."
A team without a forward will have a harder time trying to win, but it is possible. A team without a goalkeeper will certainly lose. If you think into it, it's possible to conclude that the goalkeeper is more important than the forward. But football isn't rational; it isn't about fairness or importance. It is about emotions: forwards get all the visibility and fame because they get to do the "fun" part of the job.
Why people subject themselves to be goalkeepers then? Well, not every one is the same. In this game, if you, for any reason, aren't good playing with your foot, and still want to play, there is only one position you can take.
I think about this all the time because feel that in our work environment, managers are forwards and devs/scientists/technicians are goalkeepers.8 -
QA vs Devs
QA PERSON 1: "They are sending the same thing again!? Did they actually make some change or do they think we're stupid and won't notice that it's the same as the last one?"
QA PERSON 2: "Is this a game of chicken? - Who caves in to the pressure first, loses."
QA PERSON 3: "Nah, it's not a big deal, just let it pass... it's going to be easier for everyone. It's not a critical thing."
On the dev side:
"They accepted it this time, with no changes. LOL They're stupid and useless." -
Let’s play a game of find the introvert....... (me) lmao merry Christmas to all me devs in the cold this Christmas ☺️3
-
Long-time, no-rant.
I use Linux everywhere all the time. I'm not a huge gamer, but I like a few titles. Most run in Wine or can be made to run with effort in a VM. No biggie.
What I want to know from mobile/game devs is (sorry for ridiculously compound logic in non-lang):
IF you== gamedeveloper && you.haz({shitty}iOS_App) && you.haz({shitty}Android_App) &&
you.haz({shitty}WinXXX_App) && you.haz({shitty}MacOS_App):
THEN:
why(!you.haz({any}Linux_App))
return(excuse.shitty());
That. is. all. read on.3 -
Hello, devs! I'm an intern at a mobile games company. I used to work with the game development there, but today I started my work in the support/tools team. Am so glad I can use Linux and ruby there *-*3
-
Is it OK to punch a game dev who codes stupid numeric bugs?
So my wife got into Stardew Valley, that admittedly awesome comfort game farming simulator.
She went pretty far in the game, and found some item that was supposed to highly increase the damage she could inflict onto cute little monster thingies.
It didn't work as intended.
Since equipping the piece of shit all her hits did 0 damage. She tossed the item away but the problem persisted. And on and on...
She took to the googles to try and find some explanation, and apparently that is a fairly common bug for mobile devs.
Then she called in the big guns (that is how I'm calling myself in this case, you will see why).
Apparently there is some buggy piece of shitcode somewhere in the game with a numerical insecure routine that overflows the attack modifier. I.e. if it was supposed to increase from 1.990 to 2.010, it actually went all the way down to -0.4.
She was lucky her attacks weren't increasing the monsters' HP.
We found a forum post where some dude said that he managed to edit the game save file and reset the negative-value attack increase modifier variable. Seems easy enough at first, but my wife uses iOS. Nothing is ever so straightforward with apple stuff.
We did get to the save file, she emailed it to me (the file has no extension and no line breaks in it, so we facepalm'd on a couple attempts at editing it directly).
I finally manage to get it into my personal 11-yo laptop... that won't open a single line file that big.
Cue the python terminal. Easy enough to read the file into a string var and search for the buggy XML tag. Edit the value and overwrite into a new file. Send it back to her by email. Figure out how to overwrite the file in iOS.
Some tense moments while the game reloads... and it works!!!! Got some serious hubby goodwill points here.
Srsly, this troubleshoot process is not for technophobes. It is out of reach to pretty much every non-techy user.
And now back to the original question: If I ever manage to find the kid who coded a game-breaking numerically unsafe routine and shipped it as if every test in the planet had waved it bye-bye, can I punch them? Or maybe buy them a beer, let's see how I get to cash that hubby goodwill tonight :)7 -
Hey fellow devs, my friend showed me this Godot game engine. Ive spent 15hrs over the weekend building strategy game client which consumes my api server. Ive done a lot! It was easy to understand custom Gdscript which is okay. But before i dig in, i want to know what you guys think about this game engine? Is it going somewhere? Is it good option for indie games? Is it good option for building android/ios games? I need to make my mind 🤔5
-
alright so I've been at my new job for 3 days now. I got a complain that I was talking too much or was just in general to noisy.
I'm sure alot of other developers do this but when I am programming I talk myself through steps. I understand that this is an office environment and I need to keep quiet. But what I don't like is that other full time employees are being hypocritical.
One other worker had a 40 minute conversation, that I'm sure the entire office could hear, about the card game bridges.
Another was full on yelling at a team of devs over the phone about how they should get the entire team to work on a bug that he had found.7 -
I mentioned in a previous rant that one of my favorite games of all times (CrossCode) was written in HTML5 and Javascript. I have been playing the game again (this time on the ps5) and continue to be surprised at the monumental force of the game. So, I decided to take a look at the "original" game engine in which the game is built. ImpactJS. So, apparently (and I have not looked at the inner workings of the code) the creator had a module system in which files could be imported before module imports was a thing in Javascript, not only that but it had a class system mimic in place to deal with things, with inheritance and everything in between. Fucking fascinating. Now, one can actually see the dev logs of a new project that Radical Fish is working on, their primary target remains, but now they seem to be using TypeScript with a plethora of other things in order to build the game, they essentially took the game engine and re-modified the fuck out of it to come with something different. And it fucking worked, beautifully.
From my other findings, it seems that they had to jump through some hoops to get the games to run on consoles, specially the Nintendo Switch which we all know it is a bitch to port into, but apparently the underlying tech is built on Haxe using something known as Kha, a portable multimedia lib.
This is interesting to me as someone that always admired game development, and I sometimes wonder if they would just be better served using something like C# as a target platform with something that they could mold up from the ground up like MonoGame.
I am probably not going to work tomorrow in order to stay in playing the game all day lmao.
Game devs are amazing really. And this game is a jewel, try out the demo online if you have not yet and see what you think:
http://www.cross-code.com/en/home3 -
Last rant was about games and graphics cards (admittedly not received too well), time for a rant about game development houses.. especially you EA.
So yesterday a friend of mine showed me in one of our Telegram chats that he'd modified some cheats in an old FPS game by editing these scripts (not Lua for some reason) that the game used as a.. configuration language I guess? He called the result a tank cemetery 🙃
Honestly the game looked a lot like Medal of Honor to stoned me at the time, so I figured, well why not fire up that old nx7010 I had laying around for so long, get a new Debian installation on that and rip the Medal of Honor: Allied Assault war chest that I still had, and play it on one of my more modern laptops? Those CD's are now very old anyway, maybe time to archive those before they rot away.
So I installed Debian on it again, looked up how to rip CD's from the command line, and it seemed that dd could do it - just give /dev/cdrom as the input file, and wherever you want to store your copy as the output file. Brilliant! Except.. uh, yeah. It wasn't that easy. So after checking the CD and finding that it was still pristine, and seeing another CD in that war chest fail just the same, I tried burning and then ripping a copy of Debian onto another CD.. checksummed them and yes, it ripped just fine, bit for bit equal. So what the fuck EA, why is your game such a special snowflake that it's apparently too difficult to even spin up the drive to be copied?
So I looked around on plebbit and found this: https://reddit.com/r/DataHoarder/... - the top comment of that post shattered all my hopes for this disc to be possible to rip. Turns out that DRM schemes intentionally screw up the protocols that make up a functioning disc, and detecting those fuck-ups is part of the actual DRM.
"I also remember some forms of DRM will even include disc mastering errors/physical corruption on the actual disc and use those as a sort of fingerprint for the DRM. The copied ISO has to include them at the exact same place in the ISO as on the IRL disc and the ISO emulator has to emulate the disc drive read errors they cause."
So yeah. Never mind that I already own this goddamn game, and that it's allowed by law to make one copy for personal use, AND that intentionally breaking something is very shady indeed.. apparently I don't really own this game after all. So I went onto the almighty search engines, and instantly found a copy of this game for download. You know EA.. I wanted to play nice. You didn't let me. Still wondering why people do piracy now? Might take your top suits that suggested these fucked up DRM schemes another decade to figure out maybe.. even given the obvious now.
But hey I wouldn't even care that much if the medium these games are stored on wouldn't be so volatile (remember these discs are now close to 20 years old, and data rot sets in after 30 years or so). You company decided to publish these on CD. We've had cartridges in many forms before, those are pretty much indestructible and inherently near impossible to duplicate. And why would you want to? But CD is what you chose because you company were too cheap to go to China, get someone to make some plastic molds and put your board and a memory chip in that. Oh and don't even get me started on the working conditions for game devs.. EA and co, aren't you ashamed of yourselves? No wonder that people hate game development houses so much.
Yay, almost finished downloading that copy of Medal of Honor! Whatever you say EA.. I've done everything I could to do it legally. You are the ones who fucked it up.7 -
I was looking for alternatives of MC that are atleast usable, and found a thing called Minetest. This apparently is a Voxel Engine/Scriptable game, where you create games, that consist of mods/modules and other resources.
The cool part of it is, that mods and games etc. get handled by the game itself in a package manager type fashion, so the only thing you as a user have to do is selecting them in the ui, and putting them into your world.
It's this easy because the content is managed by a content database. This engine is built with multiplayer support by default.
Now comes the interesting part: apparently a few devs sat together and made a whole MC clone in this engine, and have called it Mineclone 2. I was testing it recently on a server and have to say, that it doesn't appear to be some low effort clone, but to my surprise is an actual playable and nicely looking game. So far i'm having fun with playing and even modding it.
Since the core is written in C++ and the mods and games content is written in LUA, you can easily writte new stuff for it, and even look at other mods stuff, to find out how to make it compatible or how to do certain things. The licenses usually allows to reuse and redistribute.
If you're looking for something like that, give Minetest + Mineclone2 a spin.6 -
Indie game devs: I have a couple of questions for you guys, sorry for my naivity and the subjectivity of some of the questions.
Is it as fun as it sounds?
Do you work as a team?
What tech/language do you use?
What platform/os do you produce games for?
Is your primary income from making games?
Im asking because I would like to get into it, but want to get a realistic view of what it's like.
Thanks guys. Please also take this chance to post your work.4 -
Worst argument/fight was on a game I was working on.
One of the other devs was waiting for me to write some server Code before calling the endpoints on the client.
After writing the server Code I added the client side Code and committed it to our repo.
They had a massive go at me for doing work for them and threatened to remove my Code and replace it with their own code. -
C/C++ is so fucking unreadable. Who had the cancer idea to use abbreviations for EVERYTHING?? If a word is longer than 3 chars you can be sure those psychologically unstable devs will use a shortcut.
Pointer ==> ptr
test_and_set ==> fucking t_a_s
rollback ==> rb
I don't want to play a shitty word guessing game for every fucking function in your horribly documented api.3 -
Headsup: if you're making a game, or want to, a good starting point is to ask a single question.
How do I want this game to feel?
A lot of people who make games get into it because they play and they say I wish this or that feature were different. Or they imagine new mechanics, or new story, or new aesthetics. These are all interesting approaches to explore.
If you're familiar with a lot of games, and why and how their designs work, starting with game
feel is great. It gives you a palette of ideas to riff on, without knowing exactly why it works, using your gut as you go. In fact a lot of designers who made great games used this approach, creating the basic form, and basically flew-blind, using the testing process to 'find the fun'.
But what if, instead of focusing on what emotions a game or mechanic evokes, we ask:
How does this system or mechanic alter the
*players behaviors*? What behaviors
*invoke* a given emotion?
And from there you can start to see the thread that connects emotion, and behavior.
In *Alien: Isolation*, the alien 'hunts' for the player, and is invulnerable. Besides its menacing look, and the dense atmosphere, its invincibility
has a powerful effect on the player. The player is prone to fear and running.
By looking at behavior first, w/ just this one game, and listing the emotions and behaviors
in pairs "Fear: Running", for example, you can start to work backwards to the systems and *conditions* that created that emotion.
In fact, by breaking designs down in this manner, it becomes easy to find parallels, and create
these emotions in games that are typically outside the given genre.
For example, if you wanted to make a game about vietnam (hold the overuse of 'fortunate son') how might we approach this?
One description might be: Play as a soldier or an insurgent during the harsh jungle warfare of vietnam. Set ambushes, scout through dense and snake infested underbrush. Identify enemy armaments to outfit your raids, and take the fight to them.
Mechanics might include
1. crawl through underbrush paths, with events to stab poisonous snacks, brush away spiders or centipedes, like the spiders in metro, hold your breathe as armed enemy units march by, etc.
2. learn to use enfilade and time your attacks.
3. run and gun chases. An ambush happens catching you off guard, you are immediately tossed behind cover, and an NPC says "we can stay and fight but we're out numbered, we should run." and the system plots out how the NPCs hem you in to direct you toward a series of
retreats and nearest cover (because its not supposed to be a battle, but a chase, so we want the player to run). Maybe it uses these NPC ambushes to occasionally push the player to interesting map objectives/locations, who knows.
4. The scouting system from State of Decay. you get a certain amount of time before you risk being 'spotted', and have to climb to the top of say, a building, or a tower, and prioritize which objects in the enemy camp to identity: trucks, anti-air, heavy guns, rockets, troop formations, carriers, comms stations, etc. And that determines what is available to 'call in' as support on the mission.
And all of this, b/c you're focusing on the player behaviors that you want, leads to the *emotions* or feelings you want the player to experience.
Point is, when you focus on the activities you want the player to *do* its a more reliable way of determining what the player will *feel*, the 'role' they'll take on, which is exactly what any good designer should want.
If we return back to Alien: Isolation, even though its a survival horror game, can we find parallels outside that genre? Well The Last of Us for one.
How so? Well TLOU is a survival third-person shooter, not a horror game, and it shows. Theres
not the omnipresent feeling of being overpowered. The player does use stealth, but mostly it's because it serves the player's main role: a hardened survivor whos a capable killer, struggling through a crapsack world. The similarity though comes in with the boss battles against the infected.
The enemy in these fights is almost unstoppable, they're a tank, and the devs have the player running from them just to survive. Many players cant help but feel a little panic as they run for their lives, especially with the superbly designed custom death scenes for joel. The point is, mechanics are more of a means to an end, and if games are paintings, and mechanics are the brushes, player behavior is the individual strokes and player emotion is the color. And by examining TLOU in this way, it becomes obvious that while its a third person survival shooter, the boss fights are *overtones* of Alien: Isolation.
And we can draw that comparison because like bach, who was deaf, and focused on the keys and not the sound, we're focused on player behavior and not strictly emotions.1 -
Was looking to do a game collaboration as I can't build most of the ideas I have on my own and as always get stuck with people not being as knowledgeable and not making anything of people who are knowledgeable but look at other devs like scum, and then artists are never just willing to jump on board to make a game with 1 programmer... UGH!
-
Got VS running, SDL up and running and outputting, and angelscript included. Only getting linker errors on angel at the moment, not on inclusion, but on calling engine initialization.
Who knows what it is. Devs recommended precompiling but I wanted to compile with the project rather than as a dll (maybe I'm doing something stupid though, too new to know).
Goal is to do for sdl, cpp, and angelscript, what LOVE2d did for lua. Maybe half baked, and more just an experiment to learn and see if I can.
Would be cool to script in cpp without having to fuck with compilers and IDEs.
As simple as 1. write c++, 2. script is compiled on load, 3. have immediate access to sdl in the same language that the documentation and core bindings are written for.
Maybe make something a little more batteries-included than what lua and love offer out of the box, barebones editors and tooling and the like, but thats off in the near future and just a notion rather than a solid plan.
Needed to take a break from coding my game and here I am..experimenting with more code.
Something is wrong with me.8 -
Quick question to all the other devs. I am learning libgdx(the multiplatform thing) to make an Android app. Would that count as Android experience for future jobs? Or game development? What skills am I building for a resume?5
-
My game design & dev teacher. He was a level designer for an old german game company so he wasn't actually a proper programmer.
What made him a good teacher was he knew what he could teach and what was beyond his skills, and encouraged self study in those areas.
Not that many did, but those who did are all decent devs now. -
i have an idea today for find job as Junior:
First of all, startups usually hire senior devs only for two reasons:
1) is critical to their business, they need people that will ensure the project will be done no matter what, seniors usually brings that to the table.
2) The startups that raise some founding, usually have 100k+ raised, that money is basically enough for hire Seniors for some time without troubles, taking into account they will usually be highly profitable in the mid term, it is not a big deal to take the risk
Today startups, at least the most interesting ones, play the game in God Mode due to that founds raising, it is like having a max level character in some MMO with insane amounts of gold, you will buy only the best gear with that gold, not the low level gear, why you want to buy low level stuff, if you can buy the best of the best? that is why Juniors are not likely to have a place in startups, they can pay the Seniors.
But, there a situation in what an startup will wish to hire some Juniors, this is situation is, when they have never raised founds, they have no Cheat Mode, this ones are usually startups that have just few weeks or months of being created, and they need the MVP ASAP, this startups usually already have one or two Mid/Senior level engineers, but they have a very highly benefit from having a Junior in their team, this guy will no take any part in the Cake, will only work for lot less money and will discharge some stuff from the Seniors (Taking into account that is a minimum competent Junior).
Here is where Juniors can get jobs, at least for start their careers, and taking into account that thousands of new startups are created every year, this is a major market.
Ok, i already test that this approach if viable, i send requests to 5 startups that meets the conditions, and got response from 4! still not make a deal, but this is a lot more than 0 response after 2 dozen of applications to more stablished startups.
What you think about this? maybe this is just the jobless syndrome attacking me fuck8 -
Just want to know how many other game developers there are on here...
Got an idea I want to get other Devs opinions on but would love to here some tips and opinions from other game devs!20 -
Ponderings more than a rant.
Can't help but feel that if Google (and other companies with similar ridiculously hard interview experiences) want to keep attracting the best candidates, they'll have to change their approach. I can't be alone in that, surely?
I know a lot of good senior & lead devs through various networks - *really* smart people, definitely way brighter than me, who stay on top of their game, work really well in any team they're a part of and create top-notch, beautiful and well-tested code to do just about anything they set their mind to. A few of them have literally turned around projects on the brink of disaster into massive successes.
Have *any* of them expressed any desire in working for companies like Google? Not one iota, and mainly because of the interview process which has a (deserved) reputation for being unnecessarily long, drawn-out, and full of irrelevant questions and mind games.
20 years ago when working for Google was *the* cool place to be, I could see it. But I really can't see them attracting the cream of the crop all the while they continue to take that approach. The really good devs just have too much choice elsewhere - there's not much reason to bother.5 -
So android devs dont have a brain to just code the fucking game or app to just flip the screen upside down because its so hard to fap or play when there is a bloody earpiece jack on the bottom right of your phone.
-
Alright got an idea I have for my game engine that I'd love some input on...
So the engine has emphasis on user made content and openness to that content (EG. open source dev tools and no licencing of art) but I also want to try and build a basic ecosystem with the engine and one way I'm doing it is with cross game mods (Take a mod from one game and drop it in another and it just works... Famous last words) but something I want to try is a companion app for the engine itself...
So it'll have a custom written save system baked in engine to make progress saving and the like simpler for the end user, thinking about building an app for smart watches and phones that would connect to the engine and actually back up and sync local saves to the app and vice versa as long as they have a connection (Hotspot your phone, bluetooth or wifi) but allow you to manage some data within the app by building a basic API to let devs show the user information about the save and the game by adding description, thumbnails to distinguish games and the like...
Just want opinions if it may be a good idea to invest some time into and if anyone has idea's that could make it better.6 -
So I saw something funny today (in C++ forum):
C++ is Rust--
The topic was not Rust in any way. So I lost the "Can I go one day without hearing about Rust?" game today (You won The Game btw).
What I find funny about this is the obsession of Rust devs have with C++. I get it, C++ is the competition in a way. But isn't it a low bar to define your language as "better than C++"?
If I had never seen C++ (and had used other languages) and saw Rust syntax I would not be impressed. If it was the first thing I learned I wouldn't know any different I suppose. I wonder if I had seen C++ later I would think differently about C++. It is not pretty, but I am used to it I think.
This gets complicated as the C++ committee is influenced by trends in CS of how to better do things. So C++ is a moving target.
I don't really have a point other than the amusing observation. I find it equally amusing when people get bent out of shape over Python syntax.32 -
Lately frontend seems more and more unappealing, I feel like I need a career change.
I think I reached a good point in my skills where I’m able to solve most FE issues without really thinking about it, the only exception is animations, which I’m re-allocating a lot of time on lately as I tend to deliver on time.
I think I’d love to go back to making games, but the industry is shit and the devs are… not the best, from my experience.
Indie game it is (?)2 -
So I decided to have some funzies over the weekend. Started XCOM 2. Built a team for a mission, spent an hour customising. Then I spent 3 hours going through and not failing miserably even once. The last fucking part of the mission, my favourite sniper dies after getting hammered in the face with a fucking laser beam. Then I lose control of the battlefield and everyone dies. Start again because I'm NOT gonna lose my awesome sniper!
This game is like designing software, planning deployment strategies, and disaster recovery at the same time. Recommended for all devs!6 -
Feeling over stressed, over worked and highly underpaid for all this effort. Worst of all I feel the passion leaving me for this work.
I graduated a boot camp last April and was blessed to contract part time at a startup learning how to work in the unity game engine. The team is two other guys, both super smart snd been working in this field for a long time. Since then I’ve added personal projects, finished a data structures and algorithms course and started the Leet code grind. I told this startup that I’d start looking for full time employee positions soon and they understand. They couldn’t offer me much money, or stock options, just experience they said. I feel like I’ve basically been grinding 24/7 since May. I’m going to run out of money soon and it’s all starting to take a toll on my body and mind. I never really sit on the couch or watch something anymore because I feel I should be doing something productive. This just makes me feel like everything I’m doing is meaningless and without impact. I feel like a wheel turning endlessly in sand and not moving forward. I even feel it zapping my passion for developing.
I just can’t help but feel that I’m burning out here. I have a new experimental feature to do for the startup and the amount of things to learn seems overwhelming. Especially with Leet code and interviews coming up. The two other devs on the team are extremely busy as this is a part time endeavor for everyone. I’m also in a relationship I started to feel detached from which causes it’s own stress. I love VR and AR which is why I chose this startup to learn Unity. Now I just feel like I’m dividing my efforts too much. I’m shitty at unity and also less good at web dev than I would have been if I focused on it purely after boot camp grad. On the plus side I will say I’m doing what I want. I just can’t help but feel like that damn tire in the sand turning without traction. And I feel the patience in me for self learning the basics and iteration over a complex project is waning. Without patience the learning is rushed and I don’t learn shit. I also make dumb mistake and “hope” I don’t run into errors. I feel I’m just trying to bang it out for the startup instead of use it learn cool shit. Anyways it feels good to rant. I can’t wait for a full time job, established work hours, and decent pay so I can live life and have off time.
I assume wherever I go I’ll always be in a spot where I need to figure how to get xyz done with minimal help or oversight. I just would like to be paid for it.8 -
It is ok to fail and commit mistakes, that's part of the game, specially for beginner devs. Just avoid failing alone, the most you can!
I mean:
- Ask people to review your code before pushing to the source repository.
- If you are not sure how to do, ask.
- Never work in production environments without supervision. Pair with someone.
- Have a desk mate for rubberducking (https://en.wikipedia.org/wiki/...) and blame it in case you need -
!dev
my problem with gaming in linux is not really inherent to linux.
my problem is that there are no linux game torrents.
and torrenting for me is a way to know if I'll be playing a certain game for a while, and eventually buy it.
I can watch all the trailers in the world for a game, but I truly make up my mind after the first few hours of direct playtime.
so I'm not interested in spending money on a game that I might like because it looked nice on the trailer only to find out I hate playing it.
the problem with torrents is that once users get the game, and the game works, they're probably like
"why bother buying it? the game works right? why risk losing the progress i achieved so far by moving save files?"
on top of that on linux, you need to check protondb to see how compatible the game you found is, so an extra layer of difficulty.
I guess I would like to have legal demo versions of games, but I see very little devs doing that so maybe that commercial model failed? I don't know really.16 -
Just startet game developing (unity) on the side ! A time sink, but holy cow is it fun ! Any game devs out there?
How long did it take to master and how did you get startet ? -
This is kind of a loaded question because it's so broad. So I'll just throw my thoughts down on the idea anyways.
Honestly with all the way that game dev has come it's so sad to see just the increase of people that are so ungrateful and dont appreciate what went into making it. Complaining about small not a big deal bugs that occur, blaming the devs for stuff that's completely not up to them but the "idea man", etc. Although good things are coming out of it. Like children wanting to get into it more which is awesome and indie developers basically holding up the industry while majority of the AAA companies get their shit together. So I see all of that increasing. Also I'm expecting to see the Rust language start to be used in AAA titles replacing C++
Web dev I believe will just get more JavaScript improvement with new libraries, frameworks. I really hope the companies that had PHP5 legacy code get back on their feet quickly. But I hope we can become more accepting of JavaScript doing more than just webdev like Electron, WebGL, etc. Because I think it's great that it can do all that stuff. Is there better options hell yeah but let's let people do crazy shit.
Software dev well I see python making a bigger uprising and I'm hoping people become more accepting of python as well.
These are all just random thoughts so please take that into consideration -
For the game devs out there … Is following a game developer career a good idea ? We always hear about crunch and no work life balance. Im thinking about changing my job( currently a dev at a fintech company) for a while and need some insights from you guys :)6
-
#justAthought
I was recently playing max payne 2 on my pc when this colleague of mine comes up and boasts "You playing max payne now?? I have completed this game so many times, even in the hard mode. Which mode are you playing in" (I was playing easy -.- )
But then it struck me. how cool it would have been, if we had a chance to take a decision at some point of our life , to continue the next phase in easy medium or hard mode. The harder the mode, the bigger the prize, but its not that you are suffering by the consequences of taking easy mode.
Like take college for example. Instead of companies deciding the quality of a candidate based on popularity of their college, they would take based on the mode of education they took for various subjects.
- The education mode system would be something like this: at the end of 6 month an exam will happen as usual
- the easy mode of exam will have just the lighter , more basic syllabus and lenient checking .
- the medium mode will have slightly more research based questions from the a more standard version of the previous syllabus and unbiased checking .
- the hard mode will have deep knowledge requirement professional questions and strict checking.
- students willing to dedicate heavy time to their choice of subject will then have better opportunities at big companies, making a fair ground for all.
- student more focused on non academic/ specific topics could take easy mode for most of the subjects, and focus on the career of their choice. They will still have a backup to apply for jobs requiring knowledge of certain subjects , but for lower wages( since they took the easy mode for those subjects they would be learning the required knowledge in the company, working as proxys/junior devs)
what do you think?3 -
Any game devs here?
If so what engine do you use.
Currently I make from scratch and I'm looking to expand to 3D games. Unity seems like a good choice. (Platform: Windows, C# or Java)7 -
Got this software engineering job set up once I graduate, honestly I think I was lucky, but on to the rant. I'm realizing that I didn't study core CS knowledge 1/2 as much as I should have (c++based). I need this core knowledge for my job, so how can I best prepare with the remaining months? Friends said to just code something, but I have no idea what I would make.
I don't want to be the new guy that just had a nice resume and good extracurriculars, I want to get interested in code! I want to love this field, but have no clue where to start or get the motivation. I want to swap my video game hours with useful ones. Thanks fellow devs.2 -
Game-devs I have a question:
What's is a regular or recommend workflow when developing a game that has a good/elaborated background story.
Let's say you are developing a game like Metal Gear or Resident Evil.
Where does the writing of the story get in? At the beginning? Your write the whole story or at list the majority of it before putting the game together?
And what's the writing style for a videogame story? You write it like a book? Or is more specific for a game?
I mean, your character Jason meets a boss and fights it: do you write: "Jasons finds evil genius hideout and meets him" or instead "the player gets to the boss and the fight starts"?
Sorry for the long question.6 -
I saw a thing on the Workplace stack exchange site. This college kid with no in industry experience read the false narrative that "pitting your testers against your developers for bonus money encourages better productivity and bug free code". And thought it sounded good on paper. This worries me in many ways (especially since he wants to make a startup). The first being that he couldn't see how both sides would game the hell out of such a system, which I feel any worthwhile engineer types would easily figure out. The second is seeing money as the major motivating force behind software devs doing their jobs. I had a third but I am tired.
But seriously, who is still writing this bullshit (that article, not the kid's question) in 2016? -
I have an idea of starting my own business and I need your feedback guys. Literally appreciate any kind of feedback.
So Im an android dev who has 3 years experience under his belt. I am working fulltime and I think its time to scale. I want to open my own agency where I would take on big clients and build apps for them. I personally am able to manage/see through the whole project, handle all communication and also work on the android side if necessary. I would start from smaller projects worth of 30-40k for startups, basically create MVP for them and charge for support after that.
Problem is that as far as I understand if you want to "open your own kitchen" you need to be well connected. I dont know any big clients who would trust and purchase my services, because after all who I am? Im nobody just a dev at this moment. So I need a strategy to build some relationships with businesses.
So Im thinking long game. What if I would first open a recruitment/hiring agency? I would focus in specifically mobile dev recruitment. I have the soft skills and I already participated in dozens of recruitment processes. I also have the tech skills, I would be a competent recruiter. Maybe I could do that for a year, just communicate between devs and clients and place devs. My thinking is that in around one year I would be able to build a massive network of clients and devs.
And then, I could try opening my own dev agency. Using my gathered contacts hopefully I could land some decent projects for start and build my team or outsource from that point on.
Ofcourse Im not sure if I could pull this off alone, I would need a detailed strategy and some mentoring. But what do you think is this a viable plan?2 -
Any Unity3D devs out there?
My thoughts: Unity3D is an amazing game engine. It lets you really quickly go from concept to implementation and allows you to prototype very quickly. My concern is that I find it incredibly hard to write good code using it. It's very difficult to write in a test driven way, especially if you put any logic in a MonoBehaviour. It is possible to work around this by using Zenject or another DI framework. You could even use entitas which is an entity component system. But these all have their downsides too. Zenject I find to be quite boilerplatey and not that easy to test either. I also find it really frustrating to be using a really old very of C# (maybe C#4 equivalent but I think it's customised in some way for the engine).
Anyone else struggle to enjoy writing code for Unity3D games?18 -
So maybe stack overflow is better for this...but it's kind of ranty too so here goes.
Any react + typescript devs here? Cause I did something dumb. I ejected the project because I needed to build a custom express implementation...long story short, I can't run a webpack react dev server or use hot reload. Which is a PAIN! If I wanted to wait for a full TS and react static recompile after changing a css prop....I wouldn't be in the web game!!
Has anyone else had this and fixed it??1 -
A question to game devs : which design/architecture patterns do you use ?
Everytime I try to take a look at game development, I feel like there is a lack of guidelines, mostly about architecture.
It's something strange to me as a web dev, as we use much of these patterns on a daily basis. Of course I think about the near omnipresence of MVC and its variants, but not just that. Most of frameworks we do use are essentially focused on architecture, and we litterally have access to unlimited tutorials and resources about how to structure code depending on projects types ans needs.
Let's say I want to code a 2D RPG. This has been done millions of time across the world now. So I assume there should be guidelines and patterns about how to structure your code basis and how to achieve practical use-cases (like the best way to manage hero experience for example, or how to code a turn-based battle system). However I feel these are much harder to find and identify than the equivalent guidelines in the web dev world.
And the old-school RPG case is just an example. I feel the same about puzzle games or 3D games... Sure there are some frameworks and tools but they seems to focus more on physics engine and graphic features than code architecture. There are many tutorials too, but they are actually reinforcing my feeling : like if every game developer (at least every game company) has his on guidelines and methods and doesn't share much.
So... Am I wrong ? Hope to.
What are the tools and patterns you can reuse on many projects ? Where can I find proper game architectures guidelines that reached consensus ?6 -
Rant and geniune question:
How can a group of 'devs' make 2 functional(enough unfortunately), many active users, phone apps, not just basic af, over a few years... but apparently not know how to make a working referral link of any kind???
Am i missing something like referral code link logic being extremely hard for typical devs to understand? Or some odd or trending reason for for forcing manual, explicit, referral code binding instead of a simple (imo) link that attributes the new user account to the referring user's? If you dont believe me u can check either/both of their actively running, decent/moderate size user base apps, claw eden (on play store) and/or claw party (possibly only via finding an apk... at least not on google play).
They have legit rewards, relatively very fair/honest policy... etc... i get 60+ items won/delivered a month (i have paranormal crane game skills #AutisticSuperpower) which i donate the vast majority of to charity (1 of 3 reasons the IRS reeeeally dislikes me).
Im just baffled by this apparent inability.2 -
Good morning all,
New to this app and figured I could use it to learn a few things and to meet some people in the field. Currently studying game design and learning C# in Unity. Any other game devs in here?3 -
☀️ HI 👋 FELLOW 🙌 DEVS 😇
I was just wondering if anyone happens to know the guy who's kinda famous in the dev world who does the presentation on next-level/out of the box programming where one of the examples is a mario like game, and he basically simulates all the gravity and jump options and has a ghost appear behind the character so that he can place the platform the most effectively.. etc..
I saw it ages ago but I can't find it anymore!!!!! Don't think it was a ted talk but maybe.
Btw, Raycast is fucking incredible, especially the emoji extension + hyperkey!!!! 🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯🥳💯4 -
its frustrating when i want to be a game developer but have n0 design skill.
i mean, there are apps out there that help designers make games without programming skills.
but i have not seen one that help devs make games without design skills.1 -
You have to give it to Crysis devs. A game from 2007 that I tried on my setup
32 GB GDDR5 RAM.
nVIDIA RTX 3080M
AMD 5900HX 8 Core
1TB NVME SSD
Ultra settings hit about 45-50 FPS and I have to plug earphones in to zone out the laptop fan sound.5 -
I need advice:
I'm a developer, I have lots of experience with Java and Python (More on Java than Python). But I'm not a game-dev.
I've been thinking about dedicate serious time to develop a game, like a long term plan, using my free time.
Top down adventure / puzzle game; you know typical go here, get key there, put three gems here, unlock that and so on.
I have two options: Go with Java as I can move easily with it OR use an engine like Godot even though I've never used it before.
So game-devs, any advice on what should be the best approach here?8 -
With the current pace of gpt and dall-e, it’s looking more likely that a lot of development roles may go obsolete in the nearest future (3+ yrs).
I see the possibility of building full fledged websites and fixing bugs based on voice commands. The picture of this possibility is quite vivid in my head because it’s totally feasible technical-wise.
The only delay that may occur in this dynamics is the slow pace of its implementation by existing developer tools. Of which I think the reason is directly related to the cost of management of resource, quite the limiting factor here.
But imagine if a big tech like google creates a platform to build websites based on voice/text commands using advanced gpt inline with its access to existing corpus of data; that to me is “game-over” for web devs.17 -
My goal would be to start my own software company - preferably without outside investors.
I don't think I'll be doing it anytime soon, at the moment none of my side projects are ready for public and likely never will.
Currently I'm motivated to start working on a git platform like GitHub or GitLab that improves developer UX and improves common pain points devs have, I would say this one has the most potential but it also requires so much work and time invested.
I also like making games in my spare time, but starting a game studio feels almost impossible to do without outside investors. -
Hi devs hows it going?
is there a java or javascript game engine i can use on my pc?or how exactly can i start developing games on my pc.
items i have: visual studio code, eclipse (JDK for mc hack clients (pls dont come for me))
thats all i got lel
i seen the legend himself used java to create mini craft which was my childhood school game
he also used typescript to build his pixel game xd
let me know!14 -
I just started playing terraria and holy shit, it puts minecraft to shame in so many aspects.
It actually makes you feel like the mc devs are some fucking lazy ass morons sitting on piles of cash.
Minecraft is 11 years old and it has 4 bosses and they are all underwhelming pieces of shit, jesus christ.
They can't even make mining fun for fucks sake. Work an half an hour or more to get a full set of diamond only to accidentally lose it to lava in the nether.
They added netherite? Holy shit I can't wait to see the new gear I can craft with it.
Pickaxe, axe, shovel, hoe, sword, helmet, chestplate, leggings, boots. Wow, netherite shovel, that's what the minecraft community needed.
How about an actual battle axe, knives? a baseball bat? Spells? Fucking something minecraft, come on, you can't just have 10 weapons man!
The lack of creative content and variety in minecraft is staggering. Adding a block of a different color and texture is not new content!!!
Also, fuck villagers and the sound they make and their faces. Worse character design ever. Not a single redeeming aspect. And fuck their trading system.
The trade system is horrible!!! One item at a time per character. No text from villagers. They don't have names!!!! They don't feel like villagers!!! They feel like robots!!!! Not a single one of them fights back!!!!! WHAT THE FUCK???? JUST ADD ONE THAT FIGHTS BACK YOU MORONS!!! NOT THAT WEIRD ASS GOLEM!!!
AND NO ONE GIVES TOO FUCKING SHITS ABOUT THE GOSSIP SYSTEM MC DEVS. NO OONEEEEE!!!
Terraria is not a perfect game, but it doesn't just try to be a good rpg, it actually is.
Meanwhile every 3d sandbox after minecraft will either be a filthy clone or not exist at all by fear of being labeled as such. Because of that I will keep on trashing on minecraft, even though I still play it a lot.11 -
So basically I joined this new android dev job 3 months ago. I did android dev for 2.5 years and then had a gap of 1.5 years where I did game development so Im comming back into android dev as "junior" however Im tryharding to prove myself and reach mid level as fast as I can.
I had it planned like this from the beginning: original plan was to do really good during probation period so I could ask for a raise (which I did). Now while Im waiting for answer (which will take 2-3 weeks) I need to keep the show going so I am sacrificing evenings to accomplish goals. I ham going to these teambuildings, I am volunteering in this job fair event and Im joining bars with the not-so-social devs 1-2 times a week just to "fit in" and be noticed. After getting a raise I plan to take it down a notch and somehow relax....
During the usual work week I rely on stimulants (coffee/cigarettes/concerta) to get me through the days and then I use xanax or alcohol to relax. Worst part is that I am totally drained exhausted after long working week. I dont want to go out with my girlfriend. My libido is at its lowest and we do it maybe max 2 times a week and it feels like a chore to me. It feels like I exist only for this job and only to please everyone around me and it drains me out completely.
I feel like I am burned out. I wish I could just quit this job and run away somwhere warm for 6 months to chill alone and take it easy and recover but I cant. Im stuck in a trap. I have to pay off mortgage, I have to pay off bills. I am approaching 30's soon and I became fat and balding, I want to loose weight, I wanna get a hair transplant to at least enjoy my 30's properly. Im only 28 but I already have a lot of grey hair just because of immense ammounts of stress I have to deal daily because of my ADHD and anxiety. Also my gf is kinda dissapointed that I havent proposed her in 3 years of our relationship. I feel so much pressure and obligations to the point where I feel that theres no point in living if I just exist for the needs of others. I cant imagine getting married and having a child now - life is already complicated chaotic mess as it is.
I dont't know why I throw myself 150% at projects and hyperfocus so much to the point where it becomes my priority in life? Am I compensating for my lack of executive functions by throwing lots of effort and care in hopes that I will be validated? How to learn to take it easy instead of always thinking that what Im doing is not enough?
It's not even the problem of this job. Its just me. I had my own company for 2 years and I was dealing with same burnout problems...2 -
When you come up with a solution to a programmer game that is shorter than the game devs had imagined (game is called Human Resource Engine)9
-
Hi there, my 2 cents to rant on WWDC :)
- Check time? My big head is in the way.
- Work tabs... Why is my Wordle in the list?
- Edit message ... Good bye iMessage memes :(
- Dictation. Hello Jarvis. Hi CIA. Sup 0-day devs
- Live Text. Indian tutorials are now just a copy paste away
- Wallet keys sharing through messages 🤌
- Family. Send more screen time through messages (goodness this messaging app is becoming less green)
- Shared libraries in photos, lovely, now your aunt knows you love visit and taking photos of the neighbor (if you forget to turn it off)
- CarPlay, this will need screen time soon, ui so beautiful you gonna plan a journey by tinkering with the dials
- Check time (part 2) on the iwatch, My big head is still in the way
- Fitness app, Sleep app, Health app, Medication app, mmm lovely but still cant put my confidence in AI
- M2, saw it coming. Spec: scaringly powerful.
- isnt the midnight MacBook air elite?! But the notch tho. Magsafe is back, more thin, this thing looks fragile.
- Did they show a game running lower than the videos fps on purpose? Hmmm
- Ventura's stage manager, xbmc vibes
- Is that Facetime attachment free? Is there a subscription to continuity camera?
- Tab Group Collaboration, hehe, "they can see which tabs you're looking at" hehehe
- Free Form: bloatware
Meh, I cant rant more, honestly the new features look good.1 -
* Automated Technical and Fundamental Expert Advisor trading in MT4 with Python dealing with RSS News Feed on the Financial Calendar
* Food decision/recommender/randomizer app
* Food decision/recommender/randomizer bot
* Personal Companion set up on Raspberry Pi with Jasper AI, buy BrickPi and Lego Mindstorm to make it a friendly moving robot
* Cardboard fort for my kid
* A 3D game that involves hacking with drama storyline (inspired from Mr. Robot) and publish it on Steam
* A SaaS app like Tinder that matches would-be Project Managers with Devs to push Devs to finish side projects that we have and push Project Managers to use whatever PM techniques and methodology (Six Sigma perhaps)
And so much more... Ughh. -
There needs to be a new (MOOC) class for people like me.
Hi, I'm William. I can't get my head around designing systems. I've read GoF and a few breakdowns of it as well. I find some patterns obvious for my field of interest (game dev, woot!) while I'm reading through the stuff, but have a pretty hard time retaining much of it. I'm aware of the danger of over using patterns, so I don't worry that much about it. I'll look something up when I'm sure I need it.
Still, I'm tired of the tutorial blues. I can watch a few different people write entire games, usually not in the language of choice, but that only helps me so much.
How do I fight scope creep? In the meantime, how can I make things extensible? Scope does need to creep some, after all.
People joke about starting with (visual) BASIC ruining you forever. I don't believe in that crap, but is this just denial? Am I too dumb for this? Not that I'd ever seriously blame a language for that.
I've been a hobbyist for well over 10 years, please don't make me count exactly how long I've been unsuccessful.
I'm baffled by Löve. I think it's the coolest shit I've seen, maybe ever (unless we're counting IPFS).
I think what really prompted this rant, apart from the obvious degradation of my mental health, was my search for an entity component system for Löve/Lua. Hold your replies. I know there's a few of them, and I'm positive that they're fantastic. I'd roll my own, but that requires actual Lua specific knowledge that I just haven't dug all that deep into yet. I can't wrap my head around the ones that exist, even though I can tell their complexity is next to none really.
I have severe tool anxiety, I'm shocked that I've stuck with ZeroBrane Studio as long as I have. It feels good though.
Sorry to use this as "Devs Anonymous", but I think that's how this community helps (me) best.
I feel like I should stop now and just say: Advice? before this gets much deeper/less readable. -
!rant
any game devs here? wanted to know what kind of engine and sdk you most prefer? what do you think is the best for basic 2d mobile games? how did you make your choice?4 -
Question directed to devs who know a bit about setting up middle sized architecture.
Prestory: Joined into development of a middle sized online game. Figured they created a monolith over the last 6 years up to a point where nothing works properly and nothing can be changed without wrecking the whole system. Figured a monolithic approach isn't such a great idea.
Current Situation: In a different, same scale online game development team, game itself working but team is struggling with architecture.
My job is to come up with an approach on how to set up masterserver/matchmaking/database etc. Reading through various articles about common principles (SOLID etc.), i figured that a microservice+event-/servicebus architecture may work for that kind of project.
The idea would be to have a global interface in which microservices can be hooked. So a client registers to a client handler on startup, then starts to queue for a game, the client handler throws an event on the bus to register the user to matchmaking. The matchmaker happens to listen to those events (Observer Pattern) and adds him to matchmaking, when a match is found it throws an event on the bus to connect the user to the server, etc. One can easily imagine a banhandler throwing in a veto to cancel such an action, metrics and logging is fairly simple to add (just another service listening to all events), additionally Continuous Delivery, FRP and such are also beneficial advantages and it is said to scale well.
The question is, would you do the same, is there maybe something i might be overlooking? Do you have better ideas?
Keep in mind that we are not too experienced and are bound to different languages (python, C++ and java mostly) and are a small (4 Devs) Team with different strengths.
Thank you for your feedback and criticism!1 -
!comforting
TL;DR - I’ve done some thinking about operating systems and sticking to one
Mk
so I, like many of you, have seen far more than my fair share of “X operating system is perfect for it all, so don’t use Y operating system because it’s just awful” posts.
Over this week i’ve really done some thinking and experimenting with multiple devices and OSes and programs for various tasks. People coming from windows over to linux (like myself) tend to diss windows (rightfully so for the most part, but still). I’ve also noticed that the android vs. apple debate can get heated among users.
Listen guys,
iOS has its shortcomings obviously, UI being kinda a big one; but no one can deny that apple shoves some of the nicest hardware into their devices. Yes, this stuff is pricey as hell obviously, but the new macs come with an i9 and quite a bit of memory as well. Apple devices tend to have longer lasting batteries too - i cant count the times where i’ve just turned on my mobile hotspot, and stuck my android in my pocket to use my iphone (its a wifi-only 5s). the applications run nicely on apple hardware.
i couldnt learn even half as much programming as i do on my android though; Termux is a godsend, and im able to run and test scripts right there in the palm of my hand. can’t get that on an iphone.
Some of my favorite game developers only develop for windows; I’m dual booting for that sole reason (warframe and the epic games launcher don’t properly run through wine).
Just boil it down inside for a second; You might have come from a more “user friendly” operating system, to learn on one that is less so - wether you wanted the freedom and wiggle room for customization, or just a more developer friendly working environment (God bless conky and its devs) - so you didn’t have to be locked down into one way of seeing things. Putting a previously used OS down directly violates that thougjt process, and at that point you’re just another windows hater, or arch junkie, or whatever. I think we need to be open to appreciating the pros of every system, even if we almost never use some of them, and we should try not to put down other devs-to-be or csci/sec enthusiasts down because of that either.2 -
I had dabbled in some game programing in Unity (like Unity 1 or 2 at the time) and played around with python. But I hadn't spent much time programming. I was going to school for marketing because when I graduated high school, there were basically no software jobs anywhere near my hometown. But I got an internship at a place that had a single web developer but like 5 clients who had websites. The dev left and I volunteered to build websites, thinking it had to be better than writing about asphalt pumps. They gave me a $5 raise. At that point I realized 2 things.
1. The area around my hometown was starting to have more software jobs (I actually ended up moving and I'm extremely happy I did now).
2. Devs usually make more than marketers.
I already knew I enjoyed programming, I just didn't see it as a realistic career until I got a pay raise I didn't even ask for, and for a job I wasn't qualified to do even. -
Who else wants to rant about a game called helldivers 2 .... the devs nerfed our guns ... we are told to go to war and we were told our guns were the finest in the land ....3
-
So I've been working on a game for the past months (if I were to add up the time I actually worked) and was really self-concious that it isn't good enough to pass for a demo. I then spoke to devs who were showcasing their games and said they've been working on them for 1.5-2 years. I suddenly no longer feel bad and like a lazy piece of shit.
-
😡 Rant Time: ChatGPT Development Frustrations! 😡
Hey fellow devs, I've been diving deep into ChatGPT development lately, and let me tell you, it's been a rollercoaster ride! From tackling those tricky conversational contexts to fine-tuning models, it's both a challenge and a thrill.
I've come across some valuable resources for ChatGPT development services that have been a game-changer. It's amazing how expertise in this space can make a difference.
I'm curious, how's your ChatGPT journey been? Any frustrations or victories to share? Let's commiserate and celebrate together! 🚀💻 #ChatGPT #DevRant #AI #Development8 -
a discord bot i wrote for the game supraball probably takes the cake.
lots of functionality developed over years, unpaid and even a bad attitude by the other devs...
did it for the community tho... -
!Dev
Fuck people using trace rifles in momentum control. How the hell am I supposed to kill someone who kills me in two rounds and also fires at 1000 rounds per minute. I was trying to get the catalyst aka upgrade for the seasonal weapon which is pretty bad and the upgrade makes it usable but I am getting ripped apart after my first kill because someone can kill me with 2 bullets wherever he shot me.
Yes momentum control is supposed to be a gunfight mode and it comes around rarely but that does not mean a broken weapon can roam around killing anybody in sight before they even know you fired a shot at them from some lane. Shotguns do the same but you need to get close. Shotguns are still a problem but at least you can dodge or counter with a shotgun since your radar tells you someone is nearby and snipers need a headshot. These weapons can fire at your toe and you are dead. Oh the devs knew that such fast firing weapons wil be op and needed their damage and made them use the same ammo as shotguns, sniper and non heavy grenade launchers. However the game mode gives all weapons a damage buff which is enough for trace rifles to be broken. Yes you can use other primaries but what are you gonna do when a auto rifles kills you with two shots to the toe. And since they burn ammo quickly and take more rounds to kill then their counterparts like shotguns which use he same ammo as them they spawn in with 50 in the mag and anybody who is using shotguns snipers or grenade launchers give them ammo and they only need two rounds to kill. Also after I kill 50 PvP opponents I need to kill a few hundred opponents in PVE or PVP to actually apply the upgrade and who you kill does not matter.
Seriously and the second weapon I want to upgrade which is able has tracking but you need to aim down sights after hipfiring the tracking shots
which dl negligible damage so they explode or aim down sights and shoot which deals more damage but I am probably not going to have enough time before some random kills me again.
And this is just the first game. From what I heard it was supposed to be a fun game mode which focused on gunfights with your primary not the infamous laser tag show of Prometheus lens which happened a few years ago but now all trace rifles can do that. Oh and I still need to get 50 kills there for a seasonal challenge so I can get the free version of the premium currency and I can only skip one challenge and I have already skipped one challenge since it requires a dlc K don't own.
Seriously why cant some actual good game come up to challenge this. All the competition seems to be third person shooters. Also most of the guns don't feel good and lore is pretty lacking but lore is not top priority. The only competition is Warframe which is not my style, Titanfall 2 but I get insane pings from here so no multiplayer so after the story nothing to do unless I want to do airtstrafing which is useless since I can't play multiplayer. Granted Titanfall 2 is not a looter shooter but the guns feel good and the movement is too good and Halo 1 - 3 since I heard 4 and 5 are pretty bad and I have only played halo 1. I might complain about jackal snipers in halo 2 but at least they have fixed spawns.
Maybe I am overreacting since it is my first game of momentum control -
Hi devs just a simple question for people who use cheat engine or any memory editor if your looking for information of a gun like fire rate don't you have to search ammo to find other things related to that object?
and say fire rate is a few values close
is that because when programming the game they put the values close to each other and that is called offset (1 value is closer to the base value)?