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Not everyone can channel their inner Garry Newman and just do shit. People that can are spite-wizards, and I salute them.
isn't danidev a youtuber with like 7 games before this (including apparently crab game)? all the engagement and shorts on megabonk felt super astroturfed and fake, at least when it was first coming out.Megabonk comes to mind. Vedinad made a massive amount of shorts that were framed as community engagement showing off new features, tech, gamedev knowledge, or under the hood tech. The fact they were shorts helped massively since you can't accidentally bloat the dev blog with rambling. The framing likely kept the momentum going since "this chuckle fuck told me this would be cool so I did it" causes actual chuckle fucks to comment and subscribe to see if their ideas get put in.
I wouldn't be that harsh. There are lots of skills you can levarage into game dev. Just ask anyone stuck in programmer art hell. If anything being an artist has the benefit of the audience never sees your spaghetti code.If you can't code, you're not a game dev.
I can't speak for the others, but GBStudio counts as a "real" engine imo. I'm sure I've mentioned it, but I've seen many engines get dismissed as "babies first game engine for babies", right until some smash hit is made with it and suddenly it's "industry standard". Harthstone and Cities Skylines for Unity, Hotline Miami for Game Maker, whatever the fuck Vampire Survivors was originally made in (Phaser 3 Google says). Even Godot was not considered a serious engine, though moderate successes like Dome Keeper are changing that.She would say that expecting developers to learn to code or use an engine is gatekeeping, and that something made in GB Studio, Btisy, or Twine is just as valid as something that requires coding and dev skills to use.
Yeah. I was calling them out long before it was cool (and was mocked because of it). They had many shit takes, from arguing that the price of games should go up, to claiming we were going to run out of wireless internet.Anyone remember that awful channel Extra Credits? The one that would supposedly be about "game design" but just cry about video games they found "problematic"?
Because it was funny, and some (though not many) still treat them as an authority.its been like 10 years since that happened. i thought people wouldve moved on by then
There is a logic to that.An interesting point of contrast: I remember being pissed off at how clam-tight Toby Fox was when he was developing UNDERTALE.
I can agree that developers can encompass skills other than programming—mapping tools are a great introduction to level design and basic optimization*. The harshness of my statement is derived from a growing aversion by amateur devs to learn programming, and AI vibecoding has only exasperated this. As I work on my own project, I continue to discover new challenges that I'll eventually need to overcome; likewise, these devs should develop a bit of humility towards the requirements of making a game, I have no qualms with "plug-and-play" engines or asset flips, but more pride should be taken in learning and implementing good programming.I wouldn't be that harsh. There are lots of skills you can levarage into game dev.
JACK is basically the modern version of Hammer. Though these days people use Trench Broom. I've not used it properly myself, but it being the level editor of choice for modern engines like Godot and Unity (at least for making boomer shooters) means it's something I want to try.* Source 1 Hammer is out of date in terms of modern standards and is limited in terms of gameplay extensibility, but it is relatively easy to setup and run.
Agreed. Though I get a lot of people don't want that.The harshness of my statement is derived from a growing aversion by amateur devs to learn programming, and AI vibecoding has only exasperated this
while i cant speak to the arrogance you mention, IMO some people just dont have the patience for it (i dont either but im too stubborn to quit after sinking so much time). With the advent of AI all the idea guys now have a coding buddy who cant say no and they're letting there grandest ideas run wild. They can finally actually make their mmo action rpg with realsitic market responses to player driven economy that theyve always wanted to meake but never had the patience to get started on and quite frankly im happy for them. Whenever i see them onhe harshness of my statement is derived from a growing aversion by amateur devs to learn programming, and AI vibecoding has only exasperated this. As I work on my own project, I continue to discover new challenges that I'll eventually need to overcome; likewise, these devs should develop a bit of humility towards the requirements of making a game
I loooove trenchbroom. It's just hammer but with more focus on sculpting geometry and less focus on environment scripting. the modern quake community is basically just an offshoot of how easy it is to make maps in trenchbroom. The map compiling tools are also actively developed so you get all of the benefits of fancy deferred raytracing algorithms backported to the original engine's light maps, plus func_illusory and all sorts of vis hacks from modern engines that still work on the originalJACK is basically the modern version of Hammer. Though these days people use Trench Broom. I've not used it properly myself, but it being the level editor of choice for modern engines like Godot and Unity (at least for making boomer shooters) means it's something I want to try.
No, but I can tell you one thing: never trust the client. Because a player could be cheating, it’s useful to minimize what kind of information a player can send. For example, instead of allowing the player to tell the server where they are, only allow them to tell it that they want to move to the left, to the right, etc.i've been thinking a lot lately on what a good anticheat would look like, one that doesn't need secure boot/tpm/firmware-level drivers that monitor everything going on in your pc at all times. in the future i'd like to make a PvE game with four players max which hopefully won't attract as many cheaters as a PvP game would, but it'd still be a concern. obviously there'd be a votekick system in place which is probably the best way around it but i've also had a few other ideas in my head that may or may not exist already in existing anticheats. does anyone have experience with this?
i know about this, operate under the assumption everything the client tells you is a lie. this is all very long-term and i'm nowhere close to experimenting with any of this yet but i understand most of the core concepts.No, but I can tell you one thing: never trust the client. Because a player could be cheating, it’s useful to minimize what kind of information a player can send. For example, instead of allowing the player to tell the server where they are, only allow them to tell it that they want to move to the left, to the right, etc.
I think this is a technique from MMOs and other games with player ran economies that just got translated to modern games that have weird pseudo-economiesi know about this, operate under the assumption everything the client tells you is a lie. this is all very long-term and i'm nowhere close to experimenting with any of this yet but i understand most of the core concepts.
also i don't really understand why most games deal with cheaters so harshly. they permaban you from all servers, including community/self-hosted ones, lock/confiscate your inventory which could be worth thousands of dollars and ban any other accounts that are even related to yours. this just screams incompetence and reminds me of that idiom "everything is a nail if you only have a hammer". what's wrong with just kicking a player from a game when you know they're cheating and saying "hey turn off your cheats and come back later"? the main goal of anticheat is to stop one fag from ruining everyone else's game. vac's gimmick is its delayed bans in an effort to delay cheat development but vac itself is so shit that means nothing. meanwhile cheaters are still going from game to game aimbotting everything and ruining countless games. i think the goal should be to identify cheaters and remove them as quickly as possible. everything else is secondary.
If you have programming experience, and want some walkthrough of common patterns used in gaming I recommend: Game Programming Patterns.I've got pretty rudimentary experience writing in C with Gamemaker's old derivative of it (I think GML is based on it?), and I've played around with Python casually, but I'm really not a programmer. I have been sitting on a card game I've been wanting to make for a long time (think yugioh, not a roguelike deckbuilder), and I was wondering if any kiwis could recommend somewhere they'd go to learn about doing this. Again I've got very little experience, but I'd like to try my hand at it.
Only some very basic stuff. I suspect I'll be out of my depth before long, but I'll give this a read thanks.If you have programming experience, and want some walkthrough of common patterns used in gaming I recommend: Game Programming Patterns.
I agree. I will add that same deference isn't given to those that are programmers first, and artists second.while i cant speak to the arrogance you mention, IMO some people just dont have the patience for it (i dont either but im too stubborn to quit after sinking so much time). With the advent of AI all the idea guys now have a coding buddy who cant say no and they're letting there grandest ideas run wild. They can finally actually make their mmo action rpg with realsitic market responses to player driven economy that theyve always wanted to meake but never had the patience to get started on and quite frankly im happy for them. Whenever i see them on
If I need to enter Roblox's version of Source 2 I don't even want to use the engine quite frankly.Gary of GMod fame is releasing Valves Source 2 engine.
The video says you can release games stand alone.If I need to enter Roblox's version of Source 2 I don't even want to use the engine quite frankly.