Permanently Deleted

  • RandyLahey [he/him]
    ·
    3 years ago

    one of the many things i hate about g*mers is their utter lack of class solidarity, that they will constantly excuse the incredibly shitty actions of publishers but have endless blame and vitriol for "lazy devs" who always should be fired of course

    like not only are the devs generally overworked and underpaid with incredibly shitty job security, but theyre not the ones making these decisions and are probably far more frustrated than you are about the game they poured so much work into being put out as a buggy and/or incomplete mess. and yeah its pretty clear that a lot of the additions/changes that g*mers write their obnoxious fucking manifestos demanding, are probably way harder to do than they look

    i vaguely looked into the drama about the new cyberpunk patch and dlc the other day, which is honestly pretty hilariously insulting to people who bought the game (lol two free hideous jackets, and one of the characters t-poses during the promo video), but it leaves a really bad taste in my mouth to see the g*mers almost exclusively dragging the poor overworked and under-resourced grunts trying to make the best of a bad situation rather than the higher-ups who put them in that situation

  • KollontaiWasRight [she/her,they/them]
    ·
    3 years ago

    Oddly, I'd say that all of those are complicated problems, but they aren't necessarily hard problems (most of them are "solved" insofar as there are pretty standard expectations of behavior for them, even if the implementation might be a pain in the ass). In my experience, the hardest parts of making a game are:

    • The process of iterating over concepts to construct a pre-prod-ready game concept. Doing this at a pro level requires the ability to swallow your ego, sacrifice your sacred cows, and do your damndest to be objective about fundamentally subjective questions. IMO, that's part of what makes AAA so repetitive: finding a new game is hard. Tweaking an old product is easy.
    • Organizing yourselves to actually make the game in a coherent order that avoids major blocks on productivity or gluts of tasks that need handling all at once.
    • Realizing when you've made a mistake and need to take a step back rather than continue down a high-risk path out of sunk-cost fallacies.
  • luigi [he/him]
    ·
    edit-2
    3 years ago

    Before going in, I'm expecting reflections. It's always reflections. Also realistic hair.

    I remember shadows being a tad annoying too when I did some 3D graphics programming, but I was probably just crap. Collision detection and the camera are always fun too.

    So uh, basically everything lol. Edit: turns out that's actually the title.

    So first up they say doors. Makes sense since you've got portal culling and shit like that.

  • Mike_Penis [any]
    ·
    3 years ago

    helping my friend make a multiplayer unity game was torture. photon makes me cry