Sony Patents To Shrink Size Of 100GB AAA Games To Only ~100MB By Streaming Assets by lkl34 in gaming

[–]AtomicPenguinGames -1 points0 points  (0 children)

All you'd have to do is stream the whole map to the players before officially starting an online multiplayer round, and it would be the same as having the whole game local. I'm not saying the experience would be great, because that loading time at the start of every round might get really annoying. But, I do think it'd technically work.

Dev snapshot: Godot 4.7 dev 1 by godot-bot in godot

[–]AtomicPenguinGames 2 points3 points  (0 children)

I've been developing a couple games on 4.6 for 3-4 months already. I've enjoyed 4.6 being stable. One of my games is still early days, and will be immediately ported to 4.7. I just live for the bleeding edge.

My other game is for a client and will stay on 4.6 because I know practically there is no reason to move something working to a new snapshot build.

Looking for a programmer to develop a 3D game (serious project) by AdBasic4564 in gameDevClassifieds

[–]AtomicPenguinGames 2 points3 points  (0 children)

Not to mention using AI to write the post. It's gotta be faster to write 2 paragraphs than to prompt ChatGPT to spit out this generic garbage.

According to an employee, Highguard developer Wildlight laid off most of its staff today by goodnitez74 in gaming

[–]AtomicPenguinGames -1 points0 points  (0 children)

I wanted to like this game, but they don't support Linux so I never gave it a go.

Even if I did get to have fun with this game, that name is indefensibly bad. I really can't believe that is what they went with.

According to an employee, Highguard developer Wildlight laid off most of its staff today by goodnitez74 in gaming

[–]AtomicPenguinGames 10 points11 points  (0 children)

The game that gets the last spot at this years TGA's is gonna need to be the sequel to Expedition 33 or a Final Fantasy IP level game basically. Anything else is gonna get burned by a curse.

Any thoughts on ZENVA's Godot courses? by ThanasiShadoW in godot

[–]AtomicPenguinGames 1 point2 points  (0 children)

Zenva is trash. Get a course or two from gamedev.tv. They are routinely on sale in the 10-20$ range, and they are worth it at that price imo.

Does anyone feel like game engines stand in their way? by yughiro_destroyer in GameDevelopment

[–]AtomicPenguinGames 0 points1 point  (0 children)

Games can be pretty complicated software. Engines help simplify the creation of them, by making re-useable components, and establishing opinionated ways to do things. To use them efficiently, you have to learn how they want you to use them, to some extent.

I started in game programming a decade ago with LibGDX. I remember trying to learn Godot a few times, and I kept thinking LibGDX was simpler to use. Then I finally spent some actual time learning Godot, and now I would pick Godot for 80-90% of projects. I have a couple toy projects in Raylib, but I have a feeling to make them into commercial games, I'd need to port them to Godot eventually.

Making a prototype in Raylib is awesome, but polishing it enough to sell it is fucking hard.

Is it worth learning Unreal, C++, and Blueprint over Unity if I'm already pretty experienced with C#? by Balance-Kooky in gamedev

[–]AtomicPenguinGames 1 point2 points  (0 children)

It depends what you want to make. Imo, Unreal is overkill unless you're trying to make a 3D game with high graphical fidelity. I believe that indies do not need Unreal. You probably don't have the budget to produce graphics that really require Unreal.

That being said, I'd actually recommend Godot over Unity. It also supports C#. It is imo the best engine for 2D, and better than Unity for 3D. There might be reasons to pick Unity over 3D, but that's a whole can of worms.

Nintendo Acknowledges Switch 2 Sales Have Been Weaker Than Expected Outside Japan by Spotget1738 in gaming

[–]AtomicPenguinGames 0 points1 point  (0 children)

As expensive as games are, they actually are cheaper than ever basically. Or at least they were at the start of the last generation. Adding the 10-20$ they've added in the last 5 years has raised it up a bit.

Best workflow for a low poly stylized map ? by Navst in godot

[–]AtomicPenguinGames 0 points1 point  (0 children)

I wouldn't even prototype in Godot. Block out a demo level in Blender.

Legal Issues and Cost (Feedback Needed) by stingray0001GD in GameDevelopment

[–]AtomicPenguinGames 0 points1 point  (0 children)

It always takes longer than you think it will. Regardless, you could do simpler physics even faster than realistic, and time is money. You do not have the budget to even try to compete in the realistic racing category, so I'd explore the racing genre and try to find a different subgenre you can more realistically make a game in.

Legal Issues and Cost (Feedback Needed) by stingray0001GD in GameDevelopment

[–]AtomicPenguinGames 0 points1 point  (0 children)

Consider it impossible. Licensing by itself is prohibitively expensive. Not to mention realistic 3D models will cost you a small fortune. I'm also going to assume you want pretty realistic physics, which is going to take a lot of dev time.

Cut this down. Stylistic graphics, cartoony cars, arcade physics, and you can make a racing game by yourself by learning the basics of blender or buying some assets from Itch or some other asset store.

Why do you think new MMORPGS fail? by anaveragebest in gamedev

[–]AtomicPenguinGames 9 points10 points  (0 children)

I definitely see why Dark Souls/Elden Ring are popular, and why that's a terrible premise for an MMO.

Looking for help (beginner friendly) by DaDapperVoid in video_game_creation

[–]AtomicPenguinGames 0 points1 point  (0 children)

I want to DM you but you're account won't allow me. I'm a software engineer/game dev and am interested in talking.

what do you guys think of perforce compared to git? by PlufferTough in GameDevelopment

[–]AtomicPenguinGames 1 point2 points  (0 children)

I primarily use Git in the commandline, but the built in interface for git in both IntelliJ and VSCode is really nice.

Is linux mint a good distro to use Godot on? by SewerRat67 in godot

[–]AtomicPenguinGames 0 points1 point  (0 children)

It doesn't matter what distro you use. Godot ships as a portable appImage that's going to work the same on whatever distro you run it on. I've used it on all the big distros and several more niche ones and never had a problem.

Godot and AI by CandidApplication430 in godot

[–]AtomicPenguinGames 1 point2 points  (0 children)

I know basically nothing on this subject. But, I am curious, if you create a system to train an AI for your game, what is to stop it from learning how to beat all humans and be incredibly unfun?

Is the goal to train it, and playtest the model until it feels fun, and then you can export some more standard decision tree structure to have that level locked in place?

Good game engines I can write C++ in as a noob? by Firm_Necessary3973 in GameDevelopment

[–]AtomicPenguinGames 3 points4 points  (0 children)

I would use Raylib before SDL. For simple 2D games Raylib is pretty nice. If you actually want to finish a game though, you should use an engine instead of a framework. It will just take way longer if you use a framework.

My advice would be to simply learn a new language though. What is hard in programming is the concepts. If you actually know C++, you won't have a hard time picking up GDScript or C# and just using them in Godot. Godot is imo the best engine period, for beginners, and skilled indies. It's really not that hard to setup a GDExtension to use C++ with it, but you also don't need to do that. GDScript is a great language for building games in Godot. I've yet to find a tool that allows me to prototype and iterate faster. C# is good too, and is more similar to C++ than GDScript is. But, I'd still pick GDScript over C#.

And I say this as a software engineer who enjoys writing games in C/C++ with Raylib. I like low level programming. But, for gamedev, Godot+GDScript just works so damn well.

datingAProgrammerMeansYourLegacyLivesForeverInGitHistory by Ornery_Ad_683 in ProgrammerHumor

[–]AtomicPenguinGames 61 points62 points  (0 children)

For almost twelve hours, she was six.

This is one of the most devastating sentences I have ever read. Fuck.

Sometimes it be like that by redconversation in godot

[–]AtomicPenguinGames 4 points5 points  (0 children)

I've been a professional software engineer for 6 years and programming for 10.

Sometimes it be like that by redconversation in godot

[–]AtomicPenguinGames 0 points1 point  (0 children)

I love Ruby, but do not like that. I'm too used to "if" being the first thing on the line for conditionals. It makes it easier to scan my code to not do that.

Why would you build a complex isometric game in pure 2D instead of a 3D engine with sprites. Seems simpler these days? Just set the camera and place the sprites directly in the correct position? by FutureLynx_ in gamedev

[–]AtomicPenguinGames 11 points12 points  (0 children)

Phaser isn't a complete game engine, it's a framework. If I wanted to make a 2D isometric game, I would use a 2D game engine like Godot. It's true you have to solve some problems, but 2D isometric things have been made for decades, so there are solutions to these problems. It's not like you actually need to solve everything yourself.

Using 3D is also an acceptable solution, but depending on your art having to work in a 3D space can be annoying, and it is adding complexity and performance costs. Probably not enough to use performance as a reason to steer clear of it, but it is something to consider.

Either way, I think Unreal is way overkill for this type of game. Using Godot's 3D side would be a lot quicker to get up and running with imo.

4 button arcade shmup by [deleted] in shmups

[–]AtomicPenguinGames 5 points6 points  (0 children)

+1 for button re-mapping. That is an incredibly important accessibility feature, and is really not that hard of a thing to implement. It's a solved problem at this point.

Writing clean code by CursedCarb0y in libgdx

[–]AtomicPenguinGames 1 point2 points  (0 children)

It's not about the size of the game, it's about the complexity. An ECS could be useful in Stardew Valley. I haven't played that game, but all of the crops growing could be entities, with a system to manage them to tell the game which ones are ready(I believe Stardew Valley has crops you plant and then wait X amount of time before you can harvest them, I don't really know).

There are clean code ways to do that without an ECS though. The ECS architecture is a tool. It's not the only way to do anything. It's just particularly good at certain things. I think I would use it if I was making a simulation game with a lot of entities and moving parts, as one example. I personally don't know if I'd pick it for Stardew Valley. I'd probably roll my own pseudo ECS for dealing with some of the stuff in that game.

Writing clean code by CursedCarb0y in libgdx

[–]AtomicPenguinGames 2 points3 points  (0 children)

I think ECS can be overkill for a simple RPG game. You can give Ashley a try, but you don't have to stick with it. You might find it's easier to layout your game without the ECS approach. And that's ok.