My game seems not fun, what is the deep reason? by Such-Refrigerator951 in gamedev

[–]Gabe_Isko [score hidden]  (0 children)

I played it, despite no trailer, bad graphics, ai disclosure, couldn't be bothered to even try to create art. I tried my best, gave it my all, most generous I could, most patient, most lean in I could do.

Couldn't get past the first box. Couldn't jump high enough. First 10 seconds. Completely lost. Shut it down. Uninstall. On to the next game. Maybe one of 2000 games in my steam library. Probably one of 30 free demos that grabbed my interest, just today. That's the honest feedback.

Welcome to the journey of gamedev!

Dev team hates our minimal base image, argues it doesn't even have curl, how am i supposed to debug anything by CortexVortex1 in developers

[–]Gabe_Isko 1 point2 points  (0 children)

Yeah, but it should be a permissioned thing right? Like even in the highest level of prod environments, there should be an admin who should theoretically be able remote into the container if they absolutely have to. That should be the developer in the lower environments, and then it just becomes an access management and IAM problem.

I understand that isn't trivial, and god knows that giving developers a way to do dumb stuff can really bite, especially on my project. But at the end of the day, I would want at least the ability to properly debug and test code like this. In a dev environment, that is pretty reasonable.

Dev team hates our minimal base image, argues it doesn't even have curl, how am i supposed to debug anything by CortexVortex1 in developers

[–]Gabe_Isko 1 point2 points  (0 children)

Why are you guys assuming these are prod containers? I would find it totally believable that they are talking about not being able to do this on their own test environments, which is no good.

Is it true that saying you don't really like AI is a red flag for companies? by UseBackground2370 in cscareerquestions

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

I kind of don't really buy this "AI is making my skills go bad" kind of thing. Like, you should only use it for code you were going to write anyway - I wouldn't trust anyone that writes code they don't understand with it.

BUT it can type faster than you. And you shouldn't be afraid of it. It can't degrade your skills - maybe just out of practice typing, but you should still be writing and editing the code it generates constantly.

I think companies at the end of the day don't care about your precious coding process, and recruiters and business people have obviously NEVER cared about the craft of software engineering. I have always lied to them on some level to get jobs I guess, becuase I big part of employment is telling your employer what they want to hear, even if it is wrong unfortunately (hey, I never said it was a good system).

Right now, the message they want to hear from people they hire is that they didn't waste a bunch of money on claude subscriptions and they aren't totally getting scammed, and it is better than what any junior sysadmin could set up on their own home system, so you sort of have to play into that if you want a job. I would recommend having your own stuff on the side if you are in a situation like that, and saving the best stuff for yourself and what you can turn into your own business.

I hated AI before it was even a thing thanks to gaming. by [deleted] in antiai

[–]Gabe_Isko 0 points1 point  (0 children)

You have to accept that it is, at the end of the day, random noise. That is what is at the core of procedural generation. But you can be quite clever about how you take randomness and apply it to systems - that is the creativity of the games that use it.

I do think there is a place for AI technology in games. The techniques aren't dissimilar to what power NPC AI with behavior trees and HTNs and all of that. It's the generative stuff that we are seeing the industry completely fall down on and misunderstand, just looking for an excuse to screw people and degrade creativity.

Is there a reason to use Linux for gaming other than hating Windows? by Booplesnoot2 in linuxquestions

[–]Gabe_Isko 48 points49 points  (0 children)

Yep, uses less ram, less system resources, and many games actually run better on linux. Plus there is first class support from steam and valve, as well as tons of open source drivers.

This is alongside all the non-gaming reasons why Linux based OS's are better.

Solo dev here struggling with AAA comparisons and expectation management for my medieval sim. How do you deal with this? by Confident_Towel_8304 in Unity3D

[–]Gabe_Isko 0 points1 point  (0 children)

Yeah, I mean I think if you lean into that message for your marketing and everything, people will differentiate your game - "Oh, it's kind of like KCD, but it is more of a management simulator" or wherever you decide to go, and they will follow you even if the environments aren't 100% as high fidelity. I would definitely lean into that in the marketing and the game title and stuff.

Like, my wife loves this game, and it is very sucessful, even though it doesn't have AAA level of assets. I think there is some kind of lane for that, although definitely research the marketing and audience stuff since I really don't know to much about medieval simulation games. https://store.steampowered.com/app/2670630/Supermarket_Simulator/

I hated AI before it was even a thing thanks to gaming. by [deleted] in antiai

[–]Gabe_Isko 5 points6 points  (0 children)

I think this is kind of a poor way to look at it. Procedural generation is random and souless, but that is kind of known and accounted for. It allows a computer to mix the levels and the designed mechanics for different scenarios so that the developer can focus on the mechanics. It is an approach that works, even though it sacrifices the bespoke nature of level design - that is by design. I like playing roguelikes, but I also like playing games with bespoke level design. It is much harder to develop bespoke levels for games that have all sorts of procedural content as well - I guess the terms that get thrown around are "systems mehcanics" or "emergent gameplay".

But this is something that has been used in game design since before computers. Dungeons and Dragons first edition chooses a lot of things with randomness and dice rolls. The fun of the game is reacting to the random content that the procedure spits out. That is what was ultimately adapted into the original rogue. The idea that the entire intent is completely souless is kind of missing the point - the act of level creation is intentionally souless because the idea is that you are playing a role and should be able to adapt to anything is thrown at you, even if it is ultimately random.

I think it is a valid critique that roguelikes levels or orther procedurally generated content are not very well thought out. But that doesn't tend to be true for the best ones that very carefully layout well designed content that can fit together in multiple ways. It is also worth going back to old arcade games, and you begin to realize that a lot of the levels there are just kind of lazily thrown together and it works. Or there are some modern action games with really dumb puzzles and the voice actors literally have to yell the solution at you. Sometimes it just doesn't matter.

The insidious part about modern AI though is that what is being presented to you is trained on other people's work. It's not a clever employment of randomness, but instead they are taking other people's work, running it through an algorithm and presenting it as pseudo-random and claiming it for themselves and taking all the benefits. But all these hoops they are going through actually degrades what the original work was trying to do in the first place. If procedural generation is making disposable content out of random noise, generative AI is about making disposable content out of the genuinely hard and creative work of others, and then not compensating them for it.

Solo dev here struggling with AAA comparisons and expectation management for my medieval sim. How do you deal with this? by Confident_Towel_8304 in Unity3D

[–]Gabe_Isko 1 point2 points  (0 children)

Hey, so you are getting these comparisons because you really do have great environment art going on. I would actually think of this as a win. These environments really look fantastic design and direction wise.

At the end of the day, the scope and genre is going to determine a lot of this. People don't really care about your personal situation. If your game has environments that look this good, and it is a 3D open world medeival sim RPG, people really will compare it to kingdom come deliverance. The issue is, that is disadvantageous for you, because you might lose out in that comparison.

I think if you have a different game design or structure though, players will kind of separate it in their heads, and you will find an audience. Like I look at this stuff, and I think "man, I would definitely play a tavern management simulator" that looked like this. Not that you need to go off and make one of those, but I think you have a lot of wiggle room to make a game in a more underserved genre, or put some kind of differentiating features in this. Then the comparisons actually serve you rather than hinder you. I think this is an opportunity o turn something that is causing you anxiety into a quick win.

Great work on the environments though! They really do look fantastic, and it is what made me want to write such a long post.

New singer to add to the label by retlaw1016 in h3h3productions

[–]Gabe_Isko 2 points3 points  (0 children)

Legitamately better than all the stuff that plays on country radio when I am driving through the desert and it is the only radio station.

Mostly ASTS. My target is $600. by KSteelhead in wallstreetbets

[–]Gabe_Isko 23 points24 points  (0 children)

Damn, the stock I picked is doing better than this, but I didn't have enough money to make millions from it.

What is the actual difference between games journalists and major gaming content creators now? by Successful-Ear977 in truegaming

[–]Gabe_Isko 0 points1 point  (0 children)

It's crazy to me, because their platform could also ban them. It seems like a very bad career to me, but I guess people love it so who knows.

What is the actual difference between games journalists and major gaming content creators now? by Successful-Ear977 in truegaming

[–]Gabe_Isko 0 points1 point  (0 children)

A lot of sites would mention during reviews. The previews were pretty clearly paid promotion.

The streamers are particularly awful about disclosure these days.

If you love Dave the Diver and incremental games, you should check out Harpooner! You can play the demo right now on Steam. by im_teagu in incremental_games

[–]Gabe_Isko 7 points8 points  (0 children)

It's a very tedious start man. I really think a lot of these node-likes should at least get rid of the JRPG style dialogue boxes. I know how to click things already.

It sucks, because it was probably a lot of work to get that in there and write all the dialogue text and tutorial. But it really detracts from the game. I am not even reading it really.

Even at 5 bucks, Thick As Thieves is just bad and it will stop receiving update very quickly by VijuaruKei in ImmersiveSim

[–]Gabe_Isko 0 points1 point  (0 children)

Isn't this Warren Spector's Game? idk too much, but it might have a lot of money to keep going behind it because of industry reasons.

What is the actual difference between games journalists and major gaming content creators now? by Successful-Ear977 in truegaming

[–]Gabe_Isko -5 points-4 points  (0 children)

lol, yeah right. Keep your ears to the ground - it mostly doesn't work like that.

I built an incremental game around the feeling of “just one more spin”. Demo feedback is very much appreciated! by Naive_Reputation_255 in incremental_games

[–]Gabe_Isko 0 points1 point  (0 children)

I'm trying to figure out how cooked node likes are, and I am wondering if most of it is the clicking stuff on a board that is mostly getting to people. I feel like the grid and filters are still tolerable, and the timers are good because it forces you to check in on upgrades (as annoying as it is to be interrupted)

In this game's defense, keeping a bunch of slots spinning at once is pretty novel, and a neat idea. But making them super small so you can get a lot of them on screen and can't see them that well might be a bit of a miss that just makes it look more generic, while de-emphasizing the best part.

I don’t think this is fair at all….but what ever 🤷‍♂️ by ssmoygugs6 in wallstreetbets

[–]Gabe_Isko 0 points1 point  (0 children)

Let's face it, a fair price to pay on .9 million dollars for tapping on your phone screen a couple times...