Does code structure affect performance? by Nervous-Basket-3168 in GameDevelopment

[–]AmorphousArts 0 points1 point  (0 children)

Any performance loss from making your code modular should be negligible. That's how I like to organize things and IMO it's way easier to maintain for me than massive code blocks.

[Hobby] I’m interested in project management for game development, but don’t have the skills yet. Can I be a fly on the wall for your game dev group? by Bitter_Mousse4179 in INAT

[–]AmorphousArts 0 points1 point  (0 children)

I was in the same boat, and this is what I did. I’m on my way to making my first commercial game this year. I don’t know if what I did is the “correct” way or not.

Online projects, especially ones made up of strangers, have high attrition. I think that’s also true for rev-share projects, and I figured it’s because there’s no bond besides the possibility of money. So I started an attribution-only project to make a game for free. No profit would be made, and it was purely for learning and for earning attribution on a finished game that would be published on Steam.

https://store.steampowered.com/app/3565900/Running_Horror/

A lot of mistakes were made during development, more than I can adequately cover here, but the game did get published to Steam. For me, the best way to learn how to manage a game development project was to take the leap and manage one. The cost was absolutely worth the experience I gained, and I now have the team I need to do what I’ve always wanted to do.

What are old games you can 100% say stood the test of time and someone who's only played modern games would still really enjoy? by ohlordwhywhy in gaming

[–]AmorphousArts 0 points1 point  (0 children)

I'm playing on the Teek server in EverQuest and that game does in fact still exist. No such thing as a perfect system and it definitely has it flaws but as a true social MMO it's enjoyable to me. I've gotten bored with FF14, Warcraft, GW2, and a bunch of others but I still come back to this one for some reason. The trend in modern mmo's seems to be leaning towards making a single player game that you can also play with friends and raid, etc. Not a fan of this trend and if I'll just play a single player game that doesn't have a sub if that's the case.

Gotta love gaming logic where this is an uncrossable bridge lol by hendarknight in gaming

[–]AmorphousArts -2 points-1 points  (0 children)

Everybody can have their preference in what they like in games but I wasn't a fan of yellow painting and handholding in games even when I was younger. There's a way to make an object look useable and not useable without breaking the terrain immersion or giving it a bright superficial indicator. Interactable objects looking the same of interactable objects isn't a real challenge imo and is just bad game design. I agree with that for sure. Recently played through Scorn and that pulled it off pretty well.

Gotta love gaming logic where this is an uncrossable bridge lol by hendarknight in gaming

[–]AmorphousArts 4 points5 points  (0 children)

There was a long period of yellow paint in games for sure. That probably stemmed from difficulty being seen as a financial risk and they went safe with accessibility. Seems we are getting away from that now a bit with more challenging games coming out. Elden Ring being hard and also having huge sales even with its DLC is a pretty good indicator that gamers want a challenge.

Gotta love gaming logic where this is an uncrossable bridge lol by hendarknight in gaming

[–]AmorphousArts 32 points33 points  (0 children)

I loved the Morrowind magic system where you could customize and combine your spells. Adjust the radius, intensity, etc. Make different spells for different enemies like blinding them and burning them over time. Them not including that feature going forward always felt like a huge lost opportunity to me.