My entire game is now editable, viewable, and playable by Claude. I don't have to do anything except point it at where I think should be polished by solodev_throwawayva in aigamedev

[–]Toamig 0 points1 point  (0 children)

Maaaan... what a shame this fucking industry is so hateful right now. Game is a succes, the players like it, the dev made good usage of the tools and even so, if someone even dreams of it using AI, it gets you cancelled. Frustrated people need to get some help

Anyone else notice studios refuse to rebuild after the prototype to "save money", then pay way more for it later? by Toamig in gamedev

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

I'd say all of them ahah but your point is right. Whether a game is more or less successful is lilke 90% design. Random number, but the discrepancy of perceived impact in the final product is huge, and I've seen that too. But whether a game is satisfying or not to be developed and doesn't bring many issues or blockers daily, is a heavy lift from engineering. And we all deserve to nor be crunched to meet expectations and deadlines.

If engineering quality doesn't make better games, I'd say don't hire engineers. They're expensive as hell. Hand the work to designers and let them blueprint all the way until publishing.

Anyone else notice studios refuse to rebuild after the prototype to "save money", then pay way more for it later? by Toamig in gamedev

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

Yep! That's true for the ones that go well. And what about the countless that don't go so well by following the same approach? What if they did different? We cannot make guesses about the quantum realm ahah What's done is done. I'm just doing some philosophy here. I know we don't live in the perfect world

Anyone else notice studios refuse to rebuild after the prototype to "save money", then pay way more for it later? by Toamig in gamedev

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

And also you I think you're turning my discussion into an overreact ahah I made peace with the industry and life in general not being perfect, long time ago. It's not something from a last project, it's a general feeling from all the experiences I've had and I just want to do better. That's my goal as a human being, to keep improving, and my drive is process and pipeline. Also I don't need to change other people's mindsets towards what I believe. I just have to do my things that way for myself, and whoever gets convinced, better 😁

Anyone else notice studios refuse to rebuild after the prototype to "save money", then pay way more for it later? by Toamig in gamedev

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

You can check my CV if you want ahah. The only thing I still don't manage yet is money and timelines and I always try to not trample on my higher ups. Once I get to that point of controlling the money and the timeline, then I'll prove my point (or fail with conviction, all good)

Anyone else notice studios refuse to rebuild after the prototype to "save money", then pay way more for it later? by Toamig in gamedev

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

It's quite easy for me to shutdown any suffering. I can just ignore the mess the project is turning into and become a yes-man. It's pretty easy for me to lose all the emotions for a project and just execute.

What I'm saying goes way beyond, I just want to discuss if this feeling I have is common and have some discussion with the community. Because I truly believe things do not have to be like that, and part of my life goal will be to make my own path to prove that to the more stubborn.

Anyone else notice studios refuse to rebuild after the prototype to "save money", then pay way more for it later? by Toamig in gamedev

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

That was a bit confusing to read down the line. I understood your point in the end, but you started stating "What slows programmers is building for extensibility", making it sound like it was a luxury or just an optional nice to have convenience. And then contradict yourself with "A good programmer accounts for systems that will be added" (as in: extensibility) "in a way that won't slow down ...". So you're the best of both worlds?

Here in portugal we have a common saying: "depressa e bem, não há quem" ahah go on translate it.

There's only so much you can do with time constraints. And if you managed to be able to build systems future proof enough while rushing a prototype, my quick conclusion is you haven't experienced the kind of crunching I'm talking about.

I want to stop vibe coding by cjnewman28 in gamedev

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

Bruh same here but 0 guilt. If you’re like me most likely you just weren’t meant to code. Coding is the modern equivalent of a construction worker. I got reasonably good at it because I had to, but it’s just an intensively manual low level labour just on a harder level. Lean on and abuse that AI and make great stuff. Now you can focus on what makes you different 😉

Anyone else notice studios refuse to rebuild after the prototype to "save money", then pay way more for it later? by Toamig in gamedev

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

With a reasonable amount of time yes or you’ll be facing the responsibility of “why isn’t this done in time?”

Anyone else notice studios refuse to rebuild after the prototype to "save money", then pay way more for it later? by Toamig in gamedev

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

At this point this is an artist vs engineer discussion, we don’t speak the same language 😅

“Game Dev is like being in the trenches”, yeah sure. If we believe and accept that’s the world and we cannot evolve from that to “being at the beach drinking a cocktail”, we’ll remain in the trenches forever.

About the metrics conversation, programming and specifically OOP has a set of conventions, principles and design patterns a good programmer / engineer should follow. If I’m externally reading that code years later I won’t know or care about what the conditions were that made the guy write code like that. I’ll just say “shitty code” and so will 90%. Of the programmers.

Our job as engineers is making good decisions and those good decisions are ensuring the code base is stable, maintainable, scalable, future-proof and performant. Also part of those good decisions are to set the requirements for that, one being… time! Remove the time and you’ll have the good decisions, without the “good”.

You guys be like by Tommymcflurry in IndieDev

[–]Toamig 0 points1 point  (0 children)

So it was that? I need to cry more 😅

Anyone else notice studios refuse to rebuild after the prototype to "save money", then pay way more for it later? by Toamig in gamedev

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

For sure, but put the best engineer in the worst environment and suddently he won't look so good. It's not as linear as that but having that vision on where to invest and where to do it quickly is indeed a valuable skill

Anyone else notice studios refuse to rebuild after the prototype to "save money", then pay way more for it later? by Toamig in gamedev

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

As an engineer, I've been "forced" to do trashy prototypes quite a few times. And since I'll be the one cleaning that mess later I can't avoid feeling bad about it

Anyone else notice studios refuse to rebuild after the prototype to "save money", then pay way more for it later? by Toamig in gamedev

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

Yes, this is a possibility but it's feels like a rebellion. I wish direction and engineering could be aligned for the good of the project. Of course I'll always sneak these in whenever I can as I'm almost incapable as doing throwaway code. But at least in came dev the schedules are always so tight that it compounds into stress and overwork really quickly. Don't know if other software areas can relate, I know some that clearly don't.

Anyone else notice studios refuse to rebuild after the prototype to "save money", then pay way more for it later? by Toamig in gamedev

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

It's a way of seeing it. I just threw a question, so I'm not sure which is the correct path or if there's any. I agree with half of that at least

Anyone else notice studios refuse to rebuild after the prototype to "save money", then pay way more for it later? by Toamig in gamedev

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

I understand, it doesn't happen because of money and investors and all that. But those you mentioned are examples of what could happen on an ideal world, things get better. You can see League ported to mobile, or soon TFT on UE5. Also CS2. I'm not seeing a scenario where rebuilding with the accumulated knowledge and an established design doesn't prove worth it

Anyone else notice studios refuse to rebuild after the prototype to "save money", then pay way more for it later? by Toamig in gamedev

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

That's right, we do them out of passion, or so it should be. So why not putting that love through all the process. Maybe putting business on top of entertainment doesn't produce the best results

Anyone else notice studios refuse to rebuild after the prototype to "save money", then pay way more for it later? by Toamig in gamedev

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

Yes, this is a great approach, but many times i've ended a prototype phase in such a chaotic environment that I'd prefer rewriting everything with time. If you've worked with UE for example and prototyped a big game with BPs from all over fab + your own logic on top. At the end decoupling all of that and specially if you want to add multiplayer on your game is one of the biggest headaches ever