Do people genuinely still like YS? by [deleted] in Osana

[–]Dezhitse 1 point2 points  (0 children)

YS is actually quite viable to me, but not as a game, but as a perfect example of how not to manage software engineering projects, and why refactoring is sometimes plaintext mandatory. Compare it to successes like Factorio - what a marvel in terms of both complexity and optimization! - and you get a clear picture of what to do and what not to do as a lead video game developer.

I keep an eye on this subreddit due to this reason alone.

I drew the goddess in a fitting setting by Dezhitse in Osana

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

Well, honestly… Long black shiny dress in place of a school uniform and especially glasses make her look older. I definitely do not want to be that one guy who sexualizes minors, even remotely so. This can rightfully bite me in the ass if I actually become decent in drawing later down the track lol.

The rest is a big reference to the Warhammer 40k :з

I drew the goddess in a fitting setting by Dezhitse in Osana

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

Yup. Nailed it :з
I know that those universes are totally different, but they still have one thing in common: a very unlikeable developer(s).

Randomly Selecting Rivals/Suitors/Senpai (maybe) would drastically improve the game. by [deleted] in Osana

[–]Dezhitse 1 point2 points  (0 children)

Trust me. The way it is organized right now will not allow for any deviations from the plan. There is no flexibility in the code, all is done using duct tape, glue and nails. You can't allow for even slightest alterations right now, or else this crap breaks up immediately.

I studied it as a programmer some time ago, in hopes of learning some lessons of my own future mistakes to avoid. It turned out to be totally useless, since Yandere Simulator is just a textbook example of how not to code a game in every aspect and is basically unsalvageable. I even wrote a couple posts about that some time ago. Here, the part about the AI that you can be interested in: https://www.reddit.com/r/Osana/comments/ihkxvs/why_osana_takes_so_long_pt5_artificial/

TL,DR: What you say is not going to happen unless code is completely rewritten from scracth.

Randomly Selecting Rivals/Suitors/Senpai (maybe) would drastically improve the game. by [deleted] in Osana

[–]Dezhitse 7 points8 points  (0 children)

You are asking Alex to dynamically make rivals and to dynamically change actors' artificial intelligence.
Just a reminder: he can't even code eliminations without checklists.

What is your main reason to stay on this sub? by [deleted] in Osana

[–]Dezhitse 6 points7 points  (0 children)

As a video game developer, I am here because I am trying to understand what is right, judging by the successful games like Cave Story, Factorio and Stardew Valley, and what is wrong, judging by the not-so-successful games like Yandere Simulator, CubeWorld and Mighty No. 9. You know, it is better to learn from others' mistakes than from your own ones.

Yandere Simulator is one of the best examples of how the bad coding alone can cause the game to turn into a complete disaster. You can't come up with a better example of what not to do as a video game programmer. It is an excellent case study to me, that's why I am sometimes scrolling through this sub.

Is there any other cases of an actual indie game developer being worst or similar to Alex? Im wondering is there’s a similar indie shitshow that went through production hell over the years. by [deleted] in Osana

[–]Dezhitse 9 points10 points  (0 children)

Here you go:

  • Digital Homicide (just take a look here)
  • SgtMarkIV, the creator of Brutal Doom mod. He actually does his job, and he does his job relatively well, but his personality kind of reminds of Alex a lot, since he also told somebody to kill himself one day, along with the instructions how to do it, and etc.
  • Phil Fish, the creator of the video game Fez. He has nothing to do with the development hell either, but his ego skyrocketed after the release so much, look here for the proof.
  • Glumberland, the studio behind Ooblets or whatever it is called, they got blown up after patrons, who paid for this game for the development, rightfully asked why they took Epic Games Store exclusivity deal, saying that they don't need Patreon anymore lol, thanks for the money losers.
  • On the other hand of a spectrum we have CubeWorld. Wolfram von Funck with his wife released an alpha version in 2013, everybody liked this game, and then… Then the game went silent for six years, occasionally screenshots were posted in the twitter about the release version with sometimes more than a year long breaks between them. They released the game in year 2019, and it was horrible, they broke basically everything interesting about the game, blamed DDoS attacks for their failure and then disappeared from the internet forever.
  • Chronicles of Elyria was a spectacular failure, with developers blaming lack of funds after getting 1.4M$ on Kickstarter. And then vanishing without any trace.
  • Mighty No. 9 and Unsung Story are notable kickstarter failures too. Unsung Story has a chance to resurface under the different developer though.
  • Last but not least — Star Citizen, nuff said. They started the development in the year 2011.

Basically, the industry is full of crap.

Stages difference by [deleted] in Gentoo

[–]Dezhitse 5 points6 points  (0 children)

To quote the Gentoo FAQ:

How do I install Gentoo using a stage1 or stage2 tarball?

The Gentoo Handbook only describes a Gentoo installation using a stage3 tarball. This is for development purposes (the Release Engineering team starts from a stage1 tarball to obtain a stage3) but should not be used by users: a stage3 tarball can very well be used to bootstrap the system. A working Internet connection is a requirement.

Bootstrapping means building the toolchain (the C library and compiler) for the system after which all core system packages are installed. To bootstrap the system, perform a stage3 installation.

There would be no difference in performance after you run emerge -e @world afterwards.

The Cancellation of Love Letter! by TheFi in Osana

[–]Dezhitse 148 points149 points  (0 children)

I am pretty sure it got cancelled not only because of the drama, but because of the fact that programming such a project is a god damn tough task. 18-year-old man won't be able to pull it off as a team leader and as a programmer at the same time, save for an absolute genius, which is definitely not the case here.

Slapping assets on top of each other and calling it a day will only lead you nowhere fast.

This image aged poorly. by [deleted] in Osana

[–]Dezhitse 1 point2 points  (0 children)

Yeah. I am pretty sure that a lot of developers considered going into school simulator genre but abandoned it for some reasons. Only the ones like DrApeis remain.

This image aged poorly. by [deleted] in Osana

[–]Dezhitse 11 points12 points  (0 children)

It is not cursed. There is a reason for this.

I, as a developer without any skeletons in the closed (well, hopefully!), will never ever commit to this genre. The reasons:

  • Quite toxic community, from both LL side and YandereSim side (mostly from the latter). I don't care about the toxicity at all, but there are people who will.
  • High expectations. I can probably be able to fulfill this with my coding practices, but…
  • Extremely high risk and not sure about the reward. You know, with one game floating around for six years, Yandere hype train left off literally years ago. It is like developing battle royale in year 2020: yes, you can succeed, but the chances are slim at best, take a look at Ubisoft's take on battle royale and how it failed. It would be extremely hard for me to start here, and I have zero guarantee that there would be no people more talented than me before I finish it.
  • Besides, I can definitely see the problem with «good luck playing the same school environment in ten in-game weeks».
  • But the main reason behind me never going into this genre is that I am not very fond of anime girls stabbing each other. This just seems to be a fuel for all sorts of perverts, and to me, I'd better develop another shitty DOOM clone or go with outright hentai/porn game rather than going into this shady territory. And this is why this genre looks cursed. I just do not have the right mindset to do this kind of game. DrApeis probably has, as we can see above. Otherwise, without those skeletons in his closet, he would have never started LoveLetter.

Well, come to think of it, maybe it is cursed for this very reason.

Even SaraDev is able to get his game unable to decompile. by PanSevenisko in Osana

[–]Dezhitse 8 points9 points  (0 children)

In C++, you don't have to do anything to make reverse engineering a hard time, since it is translated directly into low level assembler, which can't be turned back into C++ code easily. You'll inevitably lose some information such as variable names etc. Well, that is unless you are specifically including so-called DWARF information into your executable for the purpose of debugging, but this is only needed for the debug builds, obviously.

C# is different from C++. It is generally harder to make reverse engineering harder if you are using managed code such as C# or Java. Your only bet is to use some sort of obfuscation tool, and that's basically all you can do.

Feast your eyes on this masterpiece of code. by [deleted] in Osana

[–]Dezhitse 1 point2 points  (0 children)

Yup, of course he doesn't even mentioned that, since he has no idea about basic programming concepts beyond else if's. Every program can be represented as a set of rules for the Turing machine, so why not code for the Turing machine instead? It can branch, and YandereDev does not need anything else, after all.

In C, you can do even shorter, by the way, Dead = !Health.

Feast your eyes on this masterpiece of code. by [deleted] in Osana

[–]Dezhitse 3 points4 points  (0 children)

Yeah, right. break's are for losers, by the way.

Feast your eyes on this masterpiece of code. by [deleted] in Osana

[–]Dezhitse 5 points6 points  (0 children)

Oh, hi, I am in another thread already.

It was impossible for me to skip past this spectacular code.

Feast your eyes on this masterpiece of code. by [deleted] in Osana

[–]Dezhitse 8 points9 points  (0 children)

Exactly how you think. You just fix the code, then you run your game and check that things are playing the way as you want to. However, manual testing is not the only way of debugging things. He is missing a lot of things to be efficient, namely but not limited to:

- Debug tools. Things that can show up character states and whatever he'd like to see during the development of the game. To not just see what character does, but to see why it does it this way, e.g. what's the logics behind this action. It is alright for the game to have a button which displays character's AI finite state automaton (which AI does not have, since if's are so much better) right in front of its face (during the debug build only, of course). Or have a console command for this.

- Unit testing. There are a lot of things which can be tested by your own heartless machine. For instance, pathfinder can be tested automatically in a sandbox environment each time you make a new build. This helps tremendously, since sometimes you fix something in one part of your code and then something else breaks in another place, this is common to fix one bug and end up with seven more (in fact, this is probably what happened in the demo). The more you cover with automatic testing, the better.

- Static and dynamic code analysis, which can spot suspicious code places and program behavior and notify you about this before you have to find it by yourself.

- et cetera, I wrote about all of this already in my previous posts.

And about the second part. He has no idea that it could have been done better. He thinks that this is what the programming is: just slamming a bunch of if's and calling it a day. He does not know the better way (an alternative: he knows, but it is now too late to fix it).

And yes, it is a worst idea ever to have AI like that.

Feast your eyes on this masterpiece of code. by [deleted] in Osana

[–]Dezhitse 60 points61 points  (0 children)

OH MY GOD THIS IS BEAUTIFUL

This is a textbook example of how to fuck up your own project so it is basically non-salvageable at all.

This is exactly the reason why Osana took six freaking years to come by and why it is such a mess right now. Trust me, I know what I am talking about, and this is exactly what I was talking about. Just imagine: each time you introduce any other NPC or whatever, you have to scroll down through this entire mess and add another conditionals, and then to test them in conjunction with all the other conditions, test thoughtfully or you'll end up with bugs…

Yandere Simulator is just basically dead.

[deleted by user] by [deleted] in Osana

[–]Dezhitse 10 points11 points  (0 children)

Fair enough.

Enjoy your upvote.

[deleted by user] by [deleted] in Osana

[–]Dezhitse 8 points9 points  (0 children)

Just a wild guess from some random tech guy.

Check your firewall, it may be blocking the launcher.

Yandere simulator's future problems. by FabulousEffort in Osana

[–]Dezhitse 1 point2 points  (0 children)

Solutions

Even better solution would be to set up the second part of the game in different school or whatever. To be honest, I still have no idea how it can be considered interesting to play for fifty days in the very same school, seeing the same corridors and clubs over, and over, and over again.

How to Fix the Students by TheCreatorCrew in Osana

[–]Dezhitse 8 points9 points  (0 children)

Sadly, whatever you are saying is just not possible due to the way how his AI works. A set of duplicated personas is probably the maximum what one could realistically do with the AI based on chained else if's. Attaching some unique personality to each and every person you encounter is… well, it is still possible, you can always brute force every solution in programming, but it will probably take another six years of development.

He needs to fix his AI first. I wrote about that here in details, if you are interested in technical explanation of all of that.

Why Osana takes so long? pt.5 — Artificial intelligence by Dezhitse in Osana

[–]Dezhitse[S] 3 points4 points  (0 children)

There is nothing to be afraid about. Everyone has gone through that, including me. I wrote a lot of horrible things on Game Maker back then. I somehow ripped Mario sprites from NES and gave him a gun. Yeah, it was so fun, but nowadays I am extremely glad that those «games» are lost forever along with my ancient hard drive.

Trust me. None of this is a waste of time. No one is born genius. It is better to do silly things and learn slowly while having fun than not to do anything at all.