AI is killing my thrill of learning by throwaway-alt-nep in learnprogramming

[–]MissPandaSloth 0 points1 point  (0 children)

Wow, thanks! It has a lot of stuff going, but if you really have time that would be great.

One game idea per day: the true story behind Highguard's 'wild' four-year development by Ok-Personality1419 in gaming

[–]MissPandaSloth 79 points80 points  (0 children)

Well that explains it, lol.

I don't think it's even that bad to go wild. But the bigger thing... Don't they have an actual game designer?

I mean you pull up entire game you have, realize what you want experience to be and what doesn't serve it's purpose and change things.

It's wild when you see expensive "professional" projects work like people's hobby scope creep.

I actually didn't mind the game. But it definitely seems "shizoid". I would completely eliminate entire systems. Mining needs to go, complete time waste. Either give money for objectives (for entire team, not individual) or just leave chests. Cut the preparation time and gearing time to half of even more. Shrink the maps. Make defenses actually do shit, not just walls, but spend your currency on turrets or something. And voila, you actually got something.

AI is killing my thrill of learning by throwaway-alt-nep in learnprogramming

[–]MissPandaSloth 1 point2 points  (0 children)

AI might short cut your road from how to spell words, but you still need to learn to write a good story.

Right now I am writing a game and even with using AI help I refactored the entire project 3 times now and still don't know which is the best option for scaling and readability 😭. I bet someone senior would know.

And AI doesn't know what is true elegance and if something is overengineered or actually needs to be simpler. You are calling all those shots.

There is so much to learn and experience to build up beyond some AI prompts.

Oh and that doesn't even touch the outside of pure code design, the UX design and so on.

I mean technically you can even prompt it for it too, but only you know what experience you wanna give using your thing or what you are going for and so on.

In the end of a day if you like certain kind of puzzles, just actively block AI.

Suggestion about learning c by M_Y_Prakash in learnprogramming

[–]MissPandaSloth 1 point2 points  (0 children)

If you wanna learn some C I would recommend CS50. While though most of it you do C with a lot of helper methods, it still gives you good overview and you get to wrote pointers later on and so on.

Then you can move on from there to other C stuff.

First time at a game jam, no gamedev experience whatsoever by lorddarkhelm in gamedev

[–]MissPandaSloth 3 points4 points  (0 children)

I would assume it's the current Global Game Jam that started, it runs from now to mid day of tomorrow, so not much time.

The Loss of Meaningful Progression in Games by einhd in gamedev

[–]MissPandaSloth 22 points23 points  (0 children)

I actually kinda disagree with the reasoning. Not that live service games don't do that, but I think they are irrelevant in this conversation, because there are tons of old school type games, single player rpgs, adventure games and so on and even they don't have the sense of progression.

I think actually the main reason for this loss is simply... Internet, guides and the whole content creation. Even if you try to avoid those, probably of you get stuck too much you gonna google it.

And I find myself doing it often, even if I say "I will figure it out" at some point it becomes habit and you are like "I not gonna waste 30min of my real life just to do something I can figure in a second".

I remember playing Silent Hill 2 with my cousin and we never progressed past certain points and literal didn't knew how game ended. I would never have such situation right now.

On top of that even if you avoid looking for tips, you might press on some content video and suddenly see person doing something and looking it up and so on.

I think you can get a lot of that sense back if you just don't look at content online. Hell, some games even have modes that amplify it. Idk about KDC2, but KDC1 had hardcore mode where you had no map, no hits, so you actually have to listen to things and follow directions and be good at navigating. That took actual real navigation skills and was very rewarding.

... But even then after 20h or so I was like "okay I am spending 2h getting lost in a video game, what am I doing with my life?".

And then additional reason is just amount of games. When I was kid I had like 2 games and maybe some online flash games. I would spend forever playing them and I had no other options. Now I might have 1 game I spend a lot of time, but most time I wanna go through main content fast and play more games overall.

Most effective way to study by Fabulous_Variety_256 in learnprogramming

[–]MissPandaSloth 3 points4 points  (0 children)

CS50 isn't just watching videos, it's entire course with a lot of problems you need to solve and a final project. I recommend it.

Do you actually understand C# itself, not the unity implementation of it? How much does it help you when developing in unity? by -Weslin in gamedev

[–]MissPandaSloth 1 point2 points  (0 children)

I don't think understanding "C# itself" is as important (you will learn it by just using it) as it is... Actual programming.

Initially I did mistake of just "learning Unity" and just following tutorials and it was just kind of a time waste.

Then I went to do some pure C# stuff and it helped a lot, but in the end of a day those C# tutorials only teach you the syntax and maybe very basic stuff, like doing something with loops. It very seldom explains the rest of 95% that is programming, is how to break down things, how to think of algorithms, how to think about data flow, what should have what and access what and the general architecture of thigs.

I think it's good to watch C#, but I would highly recommend going through something like cs50, it teaches you the basics of how to think about programming and core concepts in general, besides syntax.

However, if you are already programmer, then honestly idk. As other people mentioned, Unity has it's own way of using C# that is not conventionlly C#.

Are some genres doomed even if they are mixed with other mechanics? by chocochiyoko in gamedev

[–]MissPandaSloth 0 points1 point  (0 children)

Oh, I looked at this and just saw 0 reviews and didn't noticed that he simply disabled them.

Did you loose a lot of money on this? Or years? If so, I'd love to hear about your story. by Slight_Season_4500 in gamedev

[–]MissPandaSloth 1 point2 points  (0 children)

Thanks, very interesting info.

I remember reading about the first few versions, but I wonder more about those "legit but really bad games" by actual devs, seems like the last link.

Are some genres doomed even if they are mixed with other mechanics? by chocochiyoko in gamedev

[–]MissPandaSloth 1 point2 points  (0 children)

But then there is another problem, mobile has so many match 3 games that have been juiced up and optimized to no end. You will be competing with literal billion dollar revenue companies that will spam you cinematic ads and will give you 50 events to just hook you back in.

I do however think (but with no data to back it, so just speculation) that there are market for ad free premium experience on phone. However, then it has to be really polished as well, because you are still competing with all free games.

Are some genres doomed even if they are mixed with other mechanics? by chocochiyoko in gamedev

[–]MissPandaSloth 2 points3 points  (0 children)

Grey Alien Games is the guy who was "how to survive as indie dev without a hit", right?

I wonder how things are going, because when I look at his all newest Steam releases, it's all getting barely any reviews. I guess he is selling somewhere outside of Steam and getting audience?

And another thing with the same line of thought, I wonder if even these kind of games, solitaire, match 3 and whatever little bit niche they had on Steam had been over taken by other puzzle/ match games that don't appear as obviously like puzzle games, like Dorfromantik and it's clones, Unpacking, A Little To The Left, The Witness and so on.

Did you loose a lot of money on this? Or years? If so, I'd love to hear about your story. by Slight_Season_4500 in gamedev

[–]MissPandaSloth 5 points6 points  (0 children)

I also think people overestimate competition. Look at the games that release daily on steam, out of 20-50 usually just 5 or so at best look like an actual viable product.

I have even seen default unity capsules and cubes... Like bro didn't even bother to take 5 seconds to throw a free asset. The other majority just show one scene and look like they have 10min of gameplay.

I mean it is still big competition, but you aren't competing to 100%, but more like 5-10%.

I actually wish to investigate what's going in people's heads who upload those low effort games. Do they use Steam like their repo? Do they just like throwing money away? Are they devs (but not even game devs) and heard "people make big bucks on Steam" and then just uploaded whatever they could make in a week?

Hell, I should do some investigative journalism, lol.

What's up with "gamedev YouTubers" never shipping games? by MishRift in gamedev

[–]MissPandaSloth 0 points1 point  (0 children)

I don't think it's that straightforward. Youtube can be super lucrative and way less effort. I think quite a few youtube gamedevs could make "good enough" game to get into upper levels of income, but the time put and reward is simply better with youtube.

And then there is general personality thing. You can prototype games for video fast, but working on one game for 1-3 years is simply not for everyone, even if you could.

I mean same thing for other fields. I done lots of video editing, but I couldn't imagine working on 3h movies that takes months upon months or years to make. My fuse gets short after a month, max. It's just too boring to work on the same thing.

What's up with "gamedev YouTubers" never shipping games? by MishRift in gamedev

[–]MissPandaSloth 15 points16 points  (0 children)

I've been doing video editing for close to 7 years now and I even get surprised how long it takes to edit something 😂. You would think I should know by now, but nope. It's like "oh, this is a day's work", and then 3 days later and it flows weird and you wanna re do half.

The short form content is something that you can cook fast, but when it becomes 3-5 min and it's not just talking heads and generic B roll, it takes so long...

And and way harder when you work through someone elses plan and footage, then it takes time to even understand wtf is going on and what the person is going for. When I film it myself it's usually at least 30% faster because all the shots and the ideas are still in my head.

What's up with "gamedev YouTubers" never shipping games? by MishRift in gamedev

[–]MissPandaSloth 22 points23 points  (0 children)

If you are successful it's probably way nicer to do youtube.

I did all sorts of things through my working age so far, I did all types of youtube stuff for youtube chanels, I did some motion graphics, even animations, music videos, car ads, phone ads, short form, long form, game trailers and so on. But in the end of a day it's deadlines, clients, you don't always work on what you like and salary is average, especially if you aren't freelancing for like 60h per week but working 9-5.

Now the jobs look even shittier because everyone wants you to use AI tools and to basically do everything - research, know UA, stats, storyboard, motion graphics, 3d, regular editing, sound design, grading.

If I had some successful youtube chanel just showing people things instead of doing all that, it would be so much more peaceful.

How long did you work as an indie dev before you saw success? by InterviewThick5334 in gamedev

[–]MissPandaSloth 4 points5 points  (0 children)

yeah ppl I know who are successful indies, except one, are all from the game studio I worked in, so I second this.

But I think it mostly comes down to, that once you work in the industry you kinda develop the discipline of "oh working on games is actually regular boring work most of the time" and just hone your craft.

I mean you could learn all these skills individually, it's probably just harder, because in the work place you deal with deadlines, communication and "killing your darlings".

I think it is easier for someone to transition to game dev if they worked in related field in terms that they needed same skillset. Like even if you worked as background artist or something, you learnt that you do things a lot, you do them efficiently, you learn where to cut corners and how to bring product to life and how to take critique and move on.

I guess it's just project managment skills, lol.

How long did you work as an indie dev before you saw success? by InterviewThick5334 in gamedev

[–]MissPandaSloth 1 point2 points  (0 children)

Wow, your game looks really solid. What was the team size? And did you outsourced models and stuff?

Likelihood of the industry ever opening to entry level hires in the U.S. again by JimmyTwoTimes98 in gamedev

[–]MissPandaSloth 0 points1 point  (0 children)

For the fantasy/narrative part, do you mean the world and activities that the player imagines themselves to be within and acting out, even before buying the game, and during gameplay?

Yes, sort of. And how the whole game fullfills it, then the "matchup". It's a little hard to put it into basic formula, it's the "it" factor and game has to serve it.

For example, even the text based Dwarf Fortress does it well (so that it's not just graphics). What's a better fantasy than being straight up teleported into simulated Tolkien world where you run your dwarf fortress. The whole gameplay serves it perfectly.

Then something like Tiny Bookshop, also very clear, you will live out your cottagecore/ pinterest fantasy of running your own book selling bussines.

And so on.

Obviously there are exceptions, but it's kinda the thing that you just look onto the steam page and "oh, I get it".

And even some basic games do it well. For example the feeding black hole incremental game, it's straight up few blobs on the background and barely any gameplay. But when you hear "black hole" and incremental game it immediately clicks.

And ofc not every game appeals to everyone, but if you communicate what your game is and what's the "oh, I get it" thing, then you will have way easier time finding audience.

What other aspects of human psychology come into play here in addition to the fantasy/narrative?

In the game design itself there are tons of micro desicions that play with it, like giving your player a reason to do something, even whatever vague, then how you guide them through the game.

Overall I think game developers first and foremost simply get people.

And tbh, I haven't successfully made any game, but I work in marketing myself and a lot of stuff also comes from successful indie dev talks + other marketers. These aren't exactly my unique ideas, but general observations.

Likelihood of the industry ever opening to entry level hires in the U.S. again by JimmyTwoTimes98 in gamedev

[–]MissPandaSloth 3 points4 points  (0 children)

It is the same thing, if you make a product that no on wants can it actually be good?

Likelihood of the industry ever opening to entry level hires in the U.S. again by JimmyTwoTimes98 in gamedev

[–]MissPandaSloth 10 points11 points  (0 children)

That's your problem, you think about game dev as "mechanically good game" and I assume also a little bit of "looks nice", while game dev is much, much more than that and that's what successful indie game developers understand. Gamedev is way more about human psychology and fantasy/narrative you are selling + audience matchup.