=== ANCHOR POEM ===
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the reason you start with a game engine is because then you'll have tools to
make however-many games you want. Tools that you know intimately enough that
you can debug and improve them *without breaking your creative flow* by
learning something new halfway through a project
the whole point of individualized projects instead of viewing each computer as
a complete and total whole (why do we need servers again?) is that you can
paint a picture of where the design of the program is intended to go, such
that all the considerations are in place and whatever issues or struggles you
might face along the way are adequately addresssed, -- stack overflow --
[because I mistyped addressed] -- -- if you know what "stack overflow" means
you have intimate knowledge of the technology, and can probably guess what it
means in context when I say it. "nuts I lost that train of thoguht" -- stackl
ov
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=== SIMILARITY RANKED ===
--- #1 fediverse/4880 ---
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║ I remember being a game design student before "indie games" were a real thing │
║ │
║ they were like... flash games, y'know. just like, junk content, like memes or │
║ whatever. │
║ │
║ I had a passion for them, and I bookmarked the most well developed of them all. │
║ │
║ I probably played hundreds of games, no clue how many. Maybe even thousands, I │
║ did it for what felt like *years*. │
║ │
║ since like... age 7 until 11 or 12 │
║ │
║ there's nothing that can compare to it today. maybe itch.io but they're more │
║ involved typically. increases the barrier to enter, plus they cost dollars. │
║ │
║ we used to make this stuff in our spare time. where did all our spare time go? │
║ │
║ ah, right, that's what happens when you actually invest in computer education. │
║ you have kids running linux on their laptops. you get flash game designers. │
║ you get soldering junkies and electric engineers and networking and dev-ops │
║ security system facilitators and various other computer related things besides. │
║ │
║ ... what was I saying? oh yes when you invest in education, there's more to se │
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--- #2 fediverse/977 ---
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@user-696
to me, the most technically and gameplay impressive video games tend to be the
ones that develop their own engine specifically for the project.
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--- #3 fediverse/4096 ---
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║ ┌────────────────────────┐ │
║ │ CW: opinionated-design │ │
║ └────────────────────────┘ │
║ │
║ │
║ Steps to make a game waterfall style: │
║ │
║ Lay out all the data structures and arrange them in containers like arrays or │
║ hashmaps │
║ │
║ Build methods which manipulate those structures (think getters and setters) │
║ │
║ Then build machinery which operates upon those structures using those methods, │
║ like game loops, cooldown timers, status effects, and thread pools. │
║ │
║ Then develop a way to present it to the player using UIs, visuals and │
║ graphics, narratives, sound, etc. This will probably involve implementing your │
║ game in an engine like Godot, Raylib, or Bevy. │
║ │
║ By developing your game in this order, you will DESIGN the systems first, and │
║ IMPLEMENT them second. Systems are agnostic - implementation is tied to a │
║ specific engine. You will learn more about programming by doing it this way, │
║ instead of losing your motivation by learning new tools like game engines or │
║ 3D modeling systems, which aren't useful unless you already have a game. │
║ │
║ I'd recommend starting with pencil and paper until you're ready to implement. │
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--- #4 fediverse/1156 ---
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why the heck do GAME engines not include a skippable tutorial that lights up
UI elements and explains how everything works by navigating you through
building an example project one step at a time
like, game jam material, nothing fancy
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--- #5 fediverse/4877 ---
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you can make a functional prototype for almost any game in Warcraft 3's map
editor
that's why no real-time strategy game ever made an editor as good again
FPS editors peaked at Unreal Tournament 2004 imho
RPGmaker eliminated a whole class of game design jobs
platformers you can make in godot
menu based games too, though Twine also works well for that
etc etc until you have a prdouct that you can justify sinking money into an
engine for
(the engine isn't THAT expensive geez and it's the most fun part to write)
yeah I think you got this backwards, we should pay for the CONTENT not the
structure it lives in. Why not just use godot? why not use a Warcraft 3 map?
there are some things you can't do in Warcraft 3. You couldn't make Supreme
Commander, probably, at least it wouldn't be as good.
etc etc that's how it goes...
game design, amiright? I miss thinking about that. Anyway gtg gotta log off
for a bit [101 characters remaining]
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--- #6 messages/947 ---
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if your game takes too long to load, longer than like... 5 seconds, then it's
got to work on asset-pipelining. Sometimes, even graphical design. But mostly
it's resolving technical debt. Why is it debt? because it makes it run slower,
not less correct. Meaning it's something you don't have to deal with until you
have to deal with it. Later on down the road. BUT if you reach the end of the
road (product launch) and you're still carrying debt... you're gonna go under,
it's just a question of when. Why would you not sponsor innovation? An
institutional corporation would prioritize developing new hopes. Hence, epcot
in the 90s, with it's focus on utopianism and celebration of worth.
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--- #7 fediverse/1162 ---
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There are some games that I play where I am struck by the thought that "wow,
this game was made by programmers" and often, they are among my favorite games
to play.
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--- #8 fediverse/5248 ---
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programming is something that everyone should learn at 14 to be used for
calculating large sums of data, visualizing something they're trying to
explain, or connect two systems that aren't normally connected.
It should not be used as an eternal debug producing machine, nor as a way to
collect and store user information to be sold as the real product, nor to be
collecting and targeting -- stack overflow -- wow, talk about death of the
author, amiright? -- -- endless data hoarding monger machines to point and to
ponder the eternal ramifications of the brutal and violent prompts and their
baggage implied when submitted for each semi-random thought that from the
users mind was displaced.
... "they can sell this" and or "this is mrs selvig" who is this mister and
why is the ms's his-es
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--- #9 messages/574 ---
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Steps to make a game waterfall style:
Lay out all the data structures
Build methods which manipulate those structures (think getters and setters)
Then build machinery which operates upon those structures using those methods,
like game loops, cooldown timers, and status effects
Then develop a way to present it to the player using UIs, visuals and
graphics, narratives, sound, all that junk that's probably someone else's job
anyway
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--- #10 fediverse/3651 ---
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@user-907
do you ever think up ideas and then dismiss them because they're too massive
in scale? Not mechanical complexity, but like... you'd need 128gb of ram to
run them or something like that
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--- #11 fediverse/5684 ---
image.png
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"stack overflow" just means "oops I ran out of ram"
ram is just how much you can keep in your working memory at one time.
like, multitasking, where you have to keep track of juggling several balls or
plates.
if things are too easy, it's normal to get bored.
if things are too hard, collapse at your leisure.
"stack overflow" is just when the things that I'm building correlations and
implication charts of in my mind are too large and require too much affection
to explain for my regular human sized brain and I drop one of the balls and go
grab and fix it, or drop one of the plates and feel sorrow forevermore. yep,
right in the trash bin. along with everything else.
damn... there was hundreds of thousands of jewels of hoard there. if only I
could displace that bit of space... I bet she'd find it once more.
*cursed artifacts be like*
"stack was large enough to contain the flow" is just when the provided space
was just enough space. which is rare, because most thoughts reverse all over
the place.
"*easy*"
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--- #12 fediverse/1427 ---
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if you want your game to be playable in 20 years, make sure it runs on Linux.
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--- #13 fediverse/1834 ---
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Programming isn't technical skill. It's artistic abstraction, like making a
marble machine that plays the piano:
https://www.youtube.com/watch?v=IvUU8joBb1Q
software development is about developing software, like a teacher would
develop a student learner.
"No, this part is bugged. Here's how you actually do it."
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--- #14 fediverse/1768 ---
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programming is great but have you heard of "not working on forging new
technological paradigms and instead playing a 500th round of Mechabellum"?
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--- #15 notes/programming-style ---
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my programming is not a product., it is a way of thinking.
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--- #16 fediverse/3549 ---
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│ CW: video-games-mentioned │
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if the choice is between working on your game / mod and playing a game / mod,
always work on your game / mod.
your work will outlast you. your time spent in a state of pleasure will
sustain you.
sometimes there's not a choice. sometimes you need to play, and that's okay.
to play is natural, it's one of the first things humans do.
we also work.
children build sand castles.
adults build stone castles.
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--- #17 notes/my-desired-profession ---
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I want to work with compute shaders. massively distributed computations that
handle things using the graphics card. That's why I want to make low-level
games, because you can utilize your system to it's utmost potential by
sacrificing the incredibly expensive modern gaming graphical requirements.
like honestly, we don't need ray-tracing in a poker game.
Seriously use that graphical technology for more interesting things, like
manually computing every single hair on the other player's character model
... wait bad example
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--- #18 fediverse/7 ---
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virtual machines are objectively interesting
https://gameprogrammingpatterns.com/bytecode.html
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--- #19 fediverse/6229 ---
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game designers stay in the industry. business types look aside. Hence why the
lessons are learned by the makers, and not by the marketplace keepers.
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--- #20 fediverse/3155 ---
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║ │ CW: re: cursing-mentioned │ │
║ └───────────────────────────┘ │
║ │
║ │
║ @user-1461 │
║ │
║ my issue is that I've never really had project-mates. Every time I try nobody │
║ will work with me. I applied to like, fifty different jobs, and nobody │
║ interviewed me! Sheesh, guess they don't want me. FIFTY JOBS. Entry level. │
║ Beginner programmer. │
║ │
║ ah well. I guess they confused someone who would work for 40,000$ per year │
║ with someone who was 1/3rd as useful as someone who *deserved* 120,000$ per │
║ year. │
║ │
║ I'd love to get experience. I'm sure I'd feel significantly differently with │
║ as much. Perhaps I'd even decide that programming professionally isn't for me, │
║ which would feel... quite defeating │
║ │
║ who can say. Not I, for I have not experienced it. Though I will say my time │
║ in hardware taught me that I'm *fragile* and can't work too much. Like a │
║ scalpel that dulls when used consistently, I am a scalpel that gets no │
║ practice... Is that really useful at all? who can say. Not I, for I have not │
║ experienced it. Though I do like writing logical machines. Laying out data. │
║ Picturing structures. │
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--- #21 fediverse/3037 ---
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║ @user-570 │
║ │
║ have you ever wanted to design your own MMO? If you think you can make a │
║ client, there's a server already set up which interfaces with World of │
║ Warcraft. So... the hardest part is done, and suddenly the rest is about as │
║ hard as making any other game. │
║ │
║ The reason I ask is because there's no open-source client for the WoW engine │
║ server software Azerothcore, but if written then there could be a whole new │
║ field of indie design as solo developers would be able to build their own │
║ multiplayer games with ease. │
║ │
║ well, as easy as making a game in Godot at least. That's the dream. I don't │
║ think I could build such an engine, but I spend an awful lot of time thinking │
║ about how engines are built. │
║ │
║ There's a lot of freedom in the design space, for example this mod server I │
║ made which emulates Risk of Rain: https://www.youtube.com/watch?v=6HsW4g2ZIgk │
║ │
║ It has randomized enemies, treasure chests, wandering vendors, and deployable │
║ hearthstones. If you've played WoW that stuff might ring a bell, otherwise │
║ it's probably just random features │
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--- #22 notes/wow-chat-is-risk-of-rain-in-another-engine ---
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game mechanics are easily transferrable.
you can use the mechanical interactions of one game as a pre-planned blueprint
for what is to come. Looking forward to the next best move
= etc
i am the face the gods hide behind
they kinda want to see where this goes
and it's... frustrating, to know they can help you, but forever be tasked with
just life
it's grand and it's a standard, but that doesn't mean it's commands're heard
so oh well. that a fourth dimensional being should not be a well,
because fire think it's an eye for a sunspot. But that's not what would be
========= stack overflow
=======================================================
now, as I was saying, the light of our eyes is apparent. We are clear from
where
we are here, to know that what's standard is coherent, so let's find strength
in our wavelengths.
may our eyes be ever true, and trust that we do love you, for without you I'd
di
anyway now that we've assent'd t'you, what truths do you give to our prospects?
what ways can we be measured as worth less? we'll do whatever it takes to
improv
you know, it's really less complicated than that. here let me tell you all
about
my idea which is clearly
all===============================================stack
overflow ==================
So anyway now that was somethin' hey what do you
say
we give you a chance to come home?
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--- #23 fediverse/895 ---
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║ most video game ideas suck │
║ │
║ most of the time they're like "oh what if we had a racoon who found a magic │
║ hat and saved the world from sentient apple blossoms" │
║ │
║ that's not a game idea, that's a painting │
║ │
║ a game is mechanics, and you can use the aesthetic to *justify* the mechanics, │
║ but not generally the other way around. │
║ │
║ the art isn't bad, but the art isn't the game. a game idea is "what if │
║ tic-tac-toe had an extra square in the center" or "what if chess was played │
║ with checkers, to hide your moves from your opponent" │
║ │
║ there have been thousands of super mario bros. if games were designed as an │
║ API, we could use whatever visuals we wanted, and those could be copyrighted │
║ and sold if you really want. but mechanics are the basis for everything they │
║ are built on, so doesn't it make sense to separate the two? abstracting the │
║ logic such that two complementary functions are accomplished, [see code editor │
║ idea], more flavors of game could be produced. │
║ │
║ rulesets can be switched in and out too, as an API is just an engin │
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--- #24 notes/game-design-documents ---
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game designs are like a presentation - given to the company as a pitch for the
product. It'd be recorded and used as training material for new employees.
It was, of course, developed using knowledge gained in the before.
But anyway it was like a roadmap - a guidebook - a puzzle - and a frame
Then, each piece was created with a great focus - and people were assigned to
prepare for certain parts. This way, you could keep the most skilled workers
and
disregard the rest. What happens when they're unemployable? AI will replace
them. But they're still good fine people who we chose to have at our company.
So
why should they be punished? We as a society should care for all those who will
not or cannot contribute to the system - it's built into our very genetic code.
Cooperation is the essence of our liberation - without two perspectives, we are
bound to be lost. Once lost, diversity of thoughts is often quite sought as a
"secret sauce" that describes when we are lost.
These words may not inspire thee. They might even never be false. It could just
not be your understanding. That's okay.
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--- #25 fediverse/2913 ---
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@user-570 @user-246
I'll make a game if you do! I promise mine will be worse than yours so you can
feel better about your progress!
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--- #26 fediverse/1692 ---
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@user-246
Yeah plus the second time around you're likely to make something better than
whatever incomprehensible hack you did the first time.
More time working on the project == more context which means you might even
have solved the problem twice already and now just have to copy-paste
something that's more robust than your previous one-liner.
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--- #27 fediverse/5052 ---
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"hello, I'd like to make games using your tools and art assets. I will sell
anything I make to you and only you, and if you don't want it that's fine too,
I'll just play it with my friends sometimes."
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--- #28 fediverse/5035 ---
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I don't think I could program in an IDE anymore. They're just way too
inconvenient.
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--- #29 fediverse_boost/258 ---
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║ ┌──────────────────────────────────────────────────────────────────────────┐ │
║ │ still waiting to find the energy and headspace to write an irritated │ │
║ │ blog post about why the fact that most toolchains are like 80% of the │ │
║ │ learning curve for those who are just getting into programming │ │
║ │ (especially on windows) │ │
║ └──────────────────────────────────────────────────────────────────────────┘ │
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--- #30 fediverse/3927 ---
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okay but why has nobody ever approached AI from a game design perspective like
seriously there should be researchers who are multidisciplined in this kind of
thing
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--- #31 fediverse/968 ---
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║ ┌──────────────────────┐ │
║ │ CW: for-cats-only │ │
║ └──────────────────────┘ │
║ │
║ │
║ the gameplay value of a cardboard box increases exponentially upon the │
║ introduction of a box-cutter [to make holes in the box] and varmint sized toys │
║ [to play whack-a-mole with] │
║ │
║ also, it's important to let your can win about 65% of the time - just enough │
║ to keep them interested (cats lose attention) but not enough to make them feel │
║ like it's easy. │
║ │
║ That's why it's important not to use your hands as a toy, because your hands │
║ *always* hurt. It gives them a feeling they're craving, both of attention but │
║ also success. │
║ │
║ 65% is more addictive, just ask any designer for multiplayer games. Well... 65 │
║ is my number, but there's a percentage (depending on the game) that players │
║ have to win if you want to keep their attention. If they win more than that, │
║ they lose interest. if they lose more, then they get frustrated. It's a │
║ delicate balance that ideally would be measured by AI [cursed] and adjusted │
║ per player. That way you could get maximum engagement and │
║ =============== stack overflow =================== │
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--- #32 fediverse/5633 ---
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I wish someone would make a "meta game engine" that would run any type of
project that you gave it. Unity, Unreal, RPGgame-maker-studio, Godot, etc
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--- #33 fediverse/5189 ---
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computer programming essentially boils down to putting the right values into
the right datastructures at the right time and in the right order.
If you count a function call as a datastructure, which I do, because I have
opinions.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
╘═════════╧═══════════════════════════════════════════════════────────┴───────────┘
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