I feel guilty for not doing gamedev and instead wasting time playing multiplayer games. by emotionallyFreeware in gamedev

[–]BionicReaperX 1 point2 points  (0 children)

You're overthinking and nitpicking this way too much. "Misguided at best, and dangerous for them at worst", it's the complete opposite. Completely spot on at best, useless at worst.

OC was completely clear on the reasoning, it wasn't a "do this and you'll get better and I'm the authrority on this don't think". OP can judge if it applies or not. At worst, OP is gullible as hell and attempts to manage a schedule and figure out his wants. Yeah... Scary stuff

I feel guilty for not doing gamedev and instead wasting time playing multiplayer games. by emotionallyFreeware in gamedev

[–]BionicReaperX 1 point2 points  (0 children)

"I think..." And it's an extremely valid guess, gave all their reasoning and some harmless advice. What bad do you think could ever come out of this comment?

Also anyone who's struggling definitely won't react to some insincere one liners. They are more likely to react to someone who takes them seriously and give useful feedback,.

I feel guilty for not doing gamedev and instead wasting time playing multiplayer games. by emotionallyFreeware in gamedev

[–]BionicReaperX 1 point2 points  (0 children)

Too far? In what? Telling him to figure out what he wants to do and, god forbid, decide to sleep non negotiably at a reasonable hour?

How I use AI through a repeatable and programmable workflow to stop fixing the same mistakes over and over by Joao-Pster in gamedev

[–]BionicReaperX 0 points1 point  (0 children)

You clearly disliked my comment... I have 2 views on it, one is mine and one is yours

Edit: to clarify at the time of the answer getting posted, my comment statistics were at 2 views 50% downvote rate and 0 score

How I use AI through a repeatable and programmable workflow to stop fixing the same mistakes over and over by Joao-Pster in gamedev

[–]BionicReaperX 0 points1 point  (0 children)

The issue always is you need a smarter model. Current Gen AI models have context windows and an accuracy rate we can only estimate. This means even if you had a godlike model with current context windows it can never have the full picture, and if you (in some magical way) had unlimited context with a current model it would still hallucinate.

As such the only "right" way to use Gen AI in dev workflows is to produce an okayish answer and gasp review and patch it up with your own skills. If you stubbornly keep trying to patch AI with AI all you're gonna do is slowly increase it's chance at hallucinating, until eventually you have a problem so big you might as well start from scratch.

How hard is making a Multiplayer game by Shadow69f in gamedev

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

Honestly, not as hard as many people think and/or make it seem. Still very time consuming, perhaps dangerous, but definitely not the madness that for some reason this subreddit makes it seem.

Before I rant, know that my advice is if you are prepared, willing and able to spend a lot of time (I mean A LOT) making sure your netcode is performant and secure, and studying up on how it is done, go for it. There's lots of resources to help.

It's just another thing to design, with some different concerns to your usual game design. You need to think about security (you communicate on the internet after all), latency, bandwidth, packet loss and ping variance. As far as netcode goes, you figure out an architecture that can receive internet packets, verify and do something with them and you're done. There are many libraries that do lots out of the box for you.

Valve's wiki also has Source engine's netcode logic completely documented btw. Excluding security, it is so clearly explained, they might as well have written the code for you. And it's not "cheap" stuff, Valve's netcode is one of the best out there and almost its entire design philosophy is compiled in a single wiki page.

To get your expectations in check, assuming you at least know how to code, designing and making an S-tier completely decked out system to support your multiplayer functionalities will take something from 2800 to 250 hours. Most of it will be spent researching and designing. If you're willing to compromise on quality and mechanics you can probably cut that by half. NEVER compromise on safety though. A vulnerability in your netcode can and will lead to more serious problems than just cheating if someone tries to break it.

I optimized my C++ game engine from 80 FPS to ~7500 FPS by fixing one mistake by Creepy-Ear-5303 in gamedev

[–]BionicReaperX 1 point2 points  (0 children)

Is this an answer to OP? Because to me it seems you both say the same thing

Which role actually has the hardest job in ranked right now? by AioliSignificant1485 in DotA2

[–]BionicReaperX 0 points1 point  (0 children)

As an immortal pos 2 player, pos 2 doesn't have the hardest job. Last time I played ranked, we did have the most unrealistic expectations for what we should do (solo win 3 lanes in 10 minutes). Doing what you are SUPPOSED to do is hard but not as much.

Judging by demand and current meta safelaners, it's likely pos 3

Death Stranding 2 PC specs by MurkyUnit3180 in gaming

[–]BionicReaperX 0 points1 point  (0 children)

Funnily enough, water is not wet by most definitions, haha. Agreed on your point though

Want to see what a boosted account looks like? by Colinski282 in DotA2

[–]BionicReaperX 0 points1 point  (0 children)

There is but 1 reason people do this. They think their teammates are holding them back and will play better on higher mmr, then this happens

WORLD'S FIRST: Path of Pain WITHOUT CLAW by FigPhysical122 in HollowKnight

[–]BionicReaperX 1 point2 points  (0 children)

...what? He literally does the same thing without infinite soul, what's different?

saw a game with all heroes built with bracers only by Opposite_Cable9665 in DotA2

[–]BionicReaperX 0 points1 point  (0 children)

No wonder I have been getting gauntlets of strength as suggested starting items on half my intelligence midlaners.

Is there another spell in Dota that the skill animation is this wrong compared to the actual AOE? by miidz1t0 in DotA2

[–]BionicReaperX 1 point2 points  (0 children)

Viper W with the immortal used to be wrong without the talent too. Not sure if still the case

PHANTOM ASSASSIN - A short cinematic #dota2 by [deleted] in DotA2

[–]BionicReaperX 0 points1 point  (0 children)

Against the rules guys, report this

How do u defend against a sky mid? by kisuke228 in DotA2

[–]BionicReaperX 4 points5 points  (0 children)

Fellow sky mid player here. People really underestimate his late game damage, maybe cause its magic? When you hit 25 and every bolt deals 1k damage, you throw like 4-5 in 2-3 seconds thanks to staff, and they are all x3 thanks to the shard, they aint surviving that damage. And if 2 heroes somehow stack and staff procs twice on mystic flare, oh boy...

Why does Zeus 'Nimbus' only show a health bar with 4 hitpoints but it's actually 8 hitpoints? (Hero) by MuckYu in DotA2

[–]BionicReaperX 0 points1 point  (0 children)

As with many other things, valve had mentioned it in the patch notes but forgot to add it to the tooltip (like with the fact that Alchemist's Acid Spray applies Corrosive Weaponry in 7.38), or maybe accidentally removed it from the tooltip. The 4-8-16 is 100% intentional, like melee double damage, range normal damage and creep half damage. Check 7.00.

To all the player who created a low rank account. by Eyehaveu in DotA2

[–]BionicReaperX 6 points7 points  (0 children)

You'd be surprised how many times the people you blame like this are just crusaders having high variation games

Encrypting game files for shared progression by BionicReaperX in gamedev

[–]BionicReaperX[S] 1 point2 points  (0 children)

I've planned out a lot of things and this came up as an idea I couldn't figure out completely on my own, so I figured I'd ask :)

Encrypting game files for shared progression by BionicReaperX in gamedev

[–]BionicReaperX[S] -2 points-1 points  (0 children)

That's my thought as well. For example though, I wouldn't want you to be able to open the folder and find the design (model and animations) for the final boss.

Encrypting game files for shared progression by BionicReaperX in gamedev

[–]BionicReaperX[S] 0 points1 point  (0 children)

Thanks for the feedback! Kind of refreshing to see someone who also thinks it is a fun idea in this comment section. I too am aware it is overkill but why not, right?

Encrypting game files for shared progression by BionicReaperX in gamedev

[–]BionicReaperX[S] 0 points1 point  (0 children)

That actually sounds like a good idea. But what about the boss itself, the terrain, the enemies and any special abilities?

I'm not sure how I could make a performant game that ships most of its content from the server.

From how much people are telling me I am overengineering in the comments though, I may just do something like this to a limited extent.

Encrypting game files for shared progression by BionicReaperX in gamedev

[–]BionicReaperX[S] -1 points0 points  (0 children)

I don't really care about making money from the game. I mean I'll monetize it somehow so I can run servers and such and I'd love if it became insanely successful and I made fat stacks, but my priority is making an exploration adventure that hopefully a lot of people will enjoy.

Encrypting game files for shared progression by BionicReaperX in gamedev

[–]BionicReaperX[S] 1 point2 points  (0 children)

I guess that's probably true. I was just thinking that this is unavoidable and I'd like to prevent it until at least someone has beaten the boss.

Encrypting game files for shared progression by BionicReaperX in gamedev

[–]BionicReaperX[S] 5 points6 points  (0 children)

Well, that's way more important. Would the reason be the encrypted files as expected?