• mriswith@lemmy.world
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    26 days ago

    That’s nothing new.

    Gamers who don’t know any programming, or maybe made a little utility for themselves. Looovee to bring out the old “just change one line of code”, “just add this model”, etc. to alter something in a game.

    They literally do not understand how complex systems become, specially in online multiplayer games. Riot had issues with their spaghetti code, and people were crawling over eachother to explain how “easy” it would be to just change an ability. Without realizing that it could impact and potentially break half a dozen other abilities.

    • Ghoelian@lemmy.dbzer0.com
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      26 days ago

      Even if you’re an actual software dev, it’s still pretty much impossible to guess how much work something is without knowing the codebase intimately.

      • mriswith@lemmy.world
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        26 days ago

        Absolutely, it’s impossible to know how much. But it’s a lot easier to grasp that it’s rarely just “changing a few lines” when it comes to these types of situations.

        Specially since many programmers have encountered clients, managers, etc. who think it’s that simple as well.

        • Cenzorrll@lemmy.world
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          26 days ago

          You did it twice, so I’ll be the grammar police:

          Especially = particularly

          Specially = for a specific purpose

      • shoo@lemmy.world
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        25 days ago

        When a dev with game dev experience says something should be easy to fix, it’s under the assumption of a reasonable code base. Most games are built off of common engines and you can sometimes infer how things are likely organized if you track how bugs are introduced, how objects interact, how things are loaded, etc…

        When something is a 1 day bugfix under ideal conditions, saying it will take 6+ months is admitting one of:

        • The codebase is fucked
        • All resources are going to new features
        • Something external is slowing it down (palworld lawsuit, company sale, C-suite politics, etc…)
        • Your current dev team is sub par

        Not that any of those is completely undefendable or pure malpractice, but saying it “can’t” be done or blaming complexity is often a cop out.

        • kattfisk@lemmy.dbzer0.com
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          25 days ago

          In the real world there is no entirely reasonable code base. There’s always going to be some aspects of it that are kind of shit, because you intended to do X but then had to change to doing Y, and you have not had time or sufficient reason to properly rewrite everything to reflect that.

          We tend to underestimate how long things will take, precisely because when we imagine someone doing them we think of the ideal case, where everything is reasonable and goes well. Which is pretty much guaranteed to not be the case whenever you do anything complex.

          • shoo@lemmy.world
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            25 days ago

            I agree, real code always has tradeoffs. But there’s a difference between a conceptually simple change taking 3 weeks longer than planned and 6 months. The reality is game code is almost always junk and devs have no incentive to do better.

            Getting a feature functional and out for launch day is the priority because you don’t have any cash flow until then. This has been exacerbated with digital distribution encouraging a ship-now-fix-later mentality.

            This means game devs don’t generally have experience with large scale, living codebases. Code quality and stability doesn’t bring in any money, customer retention is irrelevant unless you’re making an mmo.

      • billwashere@lemmy.world
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        26 days ago

        And even then it’s sometimes impossible because how much can you keep in your head at once. Everybody specializes on these large projects. I may have 30000 ft view of how things operate but getting down into specifics can be hard. I have some intimate knowledge of the learning management system we develop for, which is way less complex than most games, and there are always little gotchas when you make code or architecture changes.

      • mriswith@lemmy.world
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        26 days ago

        Yea, in things like MOBA games you have to compensate for so many edge cases that the amount of interactions between abilities is as you say, scary.

    • Jimmycakes@lemmy.world
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      25 days ago

      Well why didn’t you start 6 months ago. It’s not my problem. I paid full price. If you wanna be left the fuck alone sell games for $15 and take your time no one will bother you. When you start asking $80 a game the price sets expectations. Devs lack of planning is not my problem as a consumer.

  • vane@lemmy.world
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    25 days ago

    But other media said that coding is as simple as asking couple of question on chat.

    • bean@lemmy.world
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      26 days ago

      I own something from that. I tried running it once and it would barely load. I gave up. Didn’t try again even on a new pc

  • FinishingDutch@lemmy.world
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    26 days ago

    It would also be great if devs added things during development that should simply be there at launch. Instead of that, shit gets rushed out the door with promises of future fixes and updates. And then devs get all huffy when people rightfully ask for things to be added that are supposed to be basic launch features…

    • Goronmon@lemmy.world
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      26 days ago

      What I don’t understand is why do developers make bad games? They should just make good games instead.

      Gamers want good games, not bad games.

      • FinishingDutch@lemmy.world
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        26 days ago

        Well, the fact is that there are also a LOT of dumb customers willing to buy crap. God knows why.

        Just look at the trending / best selling lists on Steam. There’s shit on there that I wouldn’t play if you paid me. Yet somehow there’s enough of a customer base for that that they sell it.

        Honestly, Steam should look into setting a minimum quality level for things sold on the platform.

        • TankovayaDiviziya@lemmy.world
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          26 days ago

          Well, the fact is that there are also a LOT of dumb customers willing to buy crap.

          As much as everyone love Oblivion…it all started from there with the $9 horse armour DLC.

          God knows why.

          Yet somehow there’s enough of a customer base for that that they sell it.

          Kids. Fucking kids. Thankfully I am never that stupid to buy individual DLCs even when I was a child, which is compounded by familial circumstances and education, but kids will be kids. Either they stole their parent’s credit card to pay for useless virtual items, or they were spoiled and never taught with financial literacy.

          • A_Random_Idiot@lemmy.world
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            25 days ago

            horse armor that didnt even add armor to horses (edit. Functional armor, before someone ACKSHUALLY’s me :p)

            It just, iirc, 3x’d the horses base health.

            I am still salty about that shit to this day, because its what lead us to the miseryscape of nickle and dimed bullshit we have today.

      • AnyOldName3@lemmy.world
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        26 days ago

        There’s a strong argument that the server architecture needed to be better at launch, but then the game sold more than an order of magnitude better than it was expected to, so no one would have noticed that it scaled badly had the player count been in line with their design and testing.

        • Rayquetzalcoatl@lemmy.world
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          26 days ago

          Ah yeah that’s a tricky one. I guess as developers we’d all like to be ambitious and plan for millions of users but that sort of hardware and architecture takes time and money that might not be realistically in the budget/scope.

          I’ve also not really got insight as to who would have a say on that kind of hardware, whether that’s PMs or devs. Probably higher-ups, right?

          • AnyOldName3@lemmy.world
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            26 days ago

            I think for something like this, you’d rent cloud servers as you’d expect the number of concurrent users to change over time and ideally would be able to spin up more capacity when you need it without having to have those machines available all the time. You still need some kind of system that decides when to order more capacity with enough warning that it’s actually available (you can tell AWS you want a VM immediately, but it still takes a couple of minutes to transfer your data onto it and boot it up, which is longer than people want to sit in a loading screen) and decides which servers to assign to which users.

                • Rayquetzalcoatl@lemmy.world
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                  25 days ago

                  Fair! I’m in web so wouldn’t know either. What kind of software do you work in? I’ve been thinking about jumping careers lately after realising that I quite like architecting a more complex system, and sort of hate working with front end web dev😂

  • Donebrach@lemmy.world
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    26 days ago

    But like, the commercial said that making games is just sitting on a couch and pressing a sound board to add that one sound effect in level 3, so like I don’t know why they want money for it.

  • finitebanjo@lemmy.world
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    24 days ago

    I was once building a game where a dinky little neon space fighter zips around the field shooting down enemies that spawn in until the boss. Everything was going great, the engine was handling large number speeds, the parallax background I custom coded with an rng star map worked perfect, right up until I tried to implement enemy tracking of the player: that shit would not work no matter how hard I tried.

    I was about to share the old demo for you dudes to try but looks like I’ve lost the .pck file associated with the Godot executable or the embedded pck is no longer recognized.

  • RightHandOfIkaros@lemmy.world
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    26 days ago

    Well in Helldivers 2s case, its not helpful that they picked to use a dead game engine. Autodesk Stingray has been dead for a while.

    Also, I might agree except that solo indie devs in their basement can add many basic features in 6 months time, not just one. I get that some features, like new maps, mechanics, or characters take time. But for example, when a game mechanic already exists elsewhere in a game but not in a different part (for example, a flashlight attachment on one gun but not a different gun), there is not a thing in the world that will convince me that would take 6 months to add. And if it would take 6 months to add, that is entirely due to laziness or incompetence.

    • QuadratureSurfer@lemmy.world
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      26 days ago

      Sure, larger businesses have more developers to get more work done. But there comes a time when throwing new developers at a problem convolutes the process and actually slows things down more than it helps.

      Something that seems simple to you like a flashlight attachment may not be so simple under the hood.

      Solo indie devs have an advantage because they’re familiar with all of the code. They’re the ones that wrote it.

      They don’t need to learn a new part of the code when making fixes or changes. They don’t need to explain to another dev that “you don’t change how this information is passed in here because you’ll need it to look just like that in some other section that you’ll never touch”.

      Additionally any decisions/changes/etc. are all decided by one person, no need for meetings to get everyone on board and explain exactly what you want to do. No need to try to get everyone to understand your vision for what you want to happen.

      A famous comic might explain this process a little better: