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Cake day: June 20th, 2023

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  • For what it’s worth, Doom 2016 does a really good job of appealing to the goopy goblin gamer brain that hates story in away that other Doom games (perhaps with the exception of 1&2) just don’t. There’s only one sizeable chunk of low-gameplay story and there’s a clear acknowledgement that you clearly are going to run out the door as soon as it unlocks because you don’t give a shit. Doom Eternal completely dropped that pretense for some reason so I didn’t enjoy it nearly as much (I don’t dispise cutscenes like you do but I don’t play Doom for them).



  • Honestly to me it seems like nothing has actually changed, except the names of the teams behind critically acclaimed games.

    Like, your point about being an indie developer being hard is, well, just ask anyone who was making indie games 1, 2, or even 3 decades ago. It’s always been a lottery where 1-3 games a year hit it big and the rest can only barely fund themselves.

    Though I do think you have a good point about asking what PP considers AAA. Something I’ve noticed is that there’s a bunch of people who, for whatever reason, see some big AAA release and act like it’s not AAA because it’s the first time they’ve heard of the studio / publisher. BG3 is the most obvious example of this (~400 people from my search). Expedition 33 also outsourced a ton of it’s work so it also gets paraded around as “only 30 devs!”. It’s especially frustrating that people will call these games a “wake up call” for AAA studios as if it’s not a huge risk.

    Though I don’t think EA (and from what I’ve seen Ubisoft) dying this slow death is a herald of the industry at large dying. We’re seeng a lot more publishers that try to carve out their own little corner of the industry, such as NewBlood, Iron Gate, Hooded Horse, and as you mention Kepler. They’re funding and releasing plenty of successful titles. I think there’s space for, and already space taken, for various publishers to fill the same position as EA did in it’s prime.

    You also seem to take this argument that these megapublishers are a prerequisite to having people with proper gamedev skills? As I see it, that’s either not changing, is effecting nearly every industry in NA & EU, or just not a thing. Valve, for example, when making Half Life, realized their game sucked when they were most of the way through development because they were learning as they went. So they scrapped most of what they built and what they remade is what we know as HL1, and that’s well over 2 decades ago. To my understanding Sandfall did a similar thing with E33 but what I saw on the subject might have been embellished and/or I’m misremembering.



  • I’d have to subtly disagree with this. It is really good advice, especially when the scope of your game is larger than what one could reasonably finish in a game jam; If you can’t get to a fun game in a couple of days or less, you need documentation as to what your plan is to get there.

    The problem is that this is the best advice for someone who has the technical “hard” skills to make a game (compsci, digital art, etc.), but lacks the "soft"er skills (software eng., scheduling, etc). To be fair that is super common, but the OP implies to me they’re not confident that they have the technical skills either yet.

    Without either of those skills you can’t know what’ll take a couple of days or what’s actually weeks of work, and the value you get out of design docs becomes effectively random.

    The common advice that I’d have to agree with is that your first few games should be as small of a scope as you can make them. Other comments to this post already go into detail, but the jist is that when you’re starting the amount you learn is more per-project than per-hour, so get out as many small things as possible to get your bearings.

    Once you’ve done that, this is really good advice for your first sizeable project.


  • I believe the reason it happened, in short, is that Take2 (the publisher) were really obsessed with the release being a surprise, at the cost of far too much.

    For one, this meant that basically every job listing for the game never described what the game you’d even work on was. Most of the devs they got were juniors who:

    1. were willing to sign more restrictive contracts without the confidence to push back
    2. did not necessarily know much about the game, or even the genre (supposedly, besides Nate, only 1 dev was an active KSP1 player and another was aware of the game but never really played)
    3. this game was their first sizeable project

    For two, it meant that a lot of management roles were taken up by people from Take2 to enforce the secrecy (who also saw KSP as having franchise potential, but that’s a rant for another day). Few of them intimately understood what makes us dorky nerds enthusiastic about KSP.

    This is also part of the reason they avoided talking to the KSP1 devs; they were afraid of some of them even hinting that a sequel was in the works. As to why they continued to not talk to them after announcing the game I’m not sure. Perhaps they were afraid they’d tell the uncomfortable truth that the game was making the same development mistakes as KSP1 and more.



  • As someone who’s used both, I’d have a strong preference for Odin over Rust if it were at a stable 1.0 release. As it stands now (or, at least, when I used it), Odin is very much in flux. Spend enough time with the language, and you’ll either find a bug with the compiler or the semantics will change after you update.

    That said, it would be my favorite without those problems. It is a really simple language in a good way. There’s no fancy language features that are just syntax sugar (well except maybe context, but I find that to be actually convenient). You can understand everything in an afternoon if you are already familiar with programming in other languages. Rust is pretty much the opposite in all of these reguards.

    Rust also has the benefit of being pretty recognizable at this point, so if you say your project is in Rust then people will know what that means, unlike Odin. More “resume-able” in a way.

    So, in short:

    • Odin if you’re doing it as a hobby
    • Rust if you want something “real”

  • While I do agree that math gets much easier with interest, and that it gets more interesting the further you get into it, and that math is inherently beautiful, etc. I feel this argument has to fall flat to people who don’t already agree. It’s the education equivalent of when someone says they couldn’t get into an anime and then the fans tell them ‘oh it gets really good around season 9’. You could be completely correct, as you are here, but it’s utterly unconvincing if you don’t already “know.”

    To be fair, I think this is mostly a problem with math curricula. Math classes up through high school and early college seem to focus on well trodden solutions to boring problems, and at some (far too late) point it flips around to being creative solutions to interesting problems. I think this could be fixed eventually, but such is the system we have now.




  • I live in Washington state and I’m pretty certain the sales tax here is 10% (slightly higher than your maximum figure of 9.56%). It’s a pretty well known trick here that you can account for tax just by decimal shifting and adding (ex: 5.29$ without would be 5.29$ + 0.529$ ~= 5.81$ with tax). Is that 9.56% an “in practice” figure that accounts for rounding down? I’m curious where you read it.


  • The thing that finally got businesses to finally get off IE wasn’t from the browser being worse than every other option. Heck, it wasn’t even because it was a decrepit piece of software that lost it’s former market dominance (and if anything businesses see that as a positive, not a negative).

    What finally did that was microsoft saying there won’t be any security updates. That’s what finally got them off their ass; subtly threatening them with data breaches, exploits, etc. if they continue to use it. I don’t see google doing this anytime soon, at least not without a “sequel” like microsoft had with edge.



  • There is the Anno series of games, which are technically RTS games but if I’m honest I find them the most fun when I go out of my way to avoid combat/micromanagement. I’ve only played 1404, 2070, and 2205, 2070 being the best in my opinion, but it has a bad history with DRM so I’d suggest 1404 (known as “Dawn of Discovery” in the US because us americans are afraid of numbers apparently).

    Edit: looking at the steam page it looks like they decided to take 1404 down and made a new page where the game is (mostly) unchanged besides requiring you to jump through all the BS hoops that 2070 did, so I’d say if you’re gonna spend money get 1404 on GOG, or if you are willing to do unspeakable things go with 2070.



  • It’s a setting you can change. The default is a “quick generation” mode which looks as similar to the world seed/settings as it can without taking the performance hit of actually generating it. But it can either be changed to generate the chunks genuinely out to the render distance (which would be lag hell for 128 chunks) or to only render already generated chunks (like you suspect). Only the latter works in multiplayer though.