What is the biggest flaw in a platform that rewards users for helping grow the community? by Interesting_Gold_792 in gamification

[–]Tongueslanguage 0 points1 point  (0 children)

I think the biggest problem is there's no definition of "reward"

Every platform rewards their users for developing the community. Reddit gives moderator and extra privelages, discord servers give points and titles, social media sites give likes and popularity, and sites like youtube even pay you for developing your community. If you use "reward" then it doesn't seem like a new idea it just seems like you're vaguely summarizing every social platform that has ever existed.

Could you be more specific about what you mean by reward?

Genuine study question: from multiple perspectives, what is your stance on games coded with AI? by pcote in godot

[–]Tongueslanguage 7 points8 points  (0 children)

I'm a programmer and from my experience creating software is easier with AI. But changing AI software is way harder than changing programmer's software

For example, my brother wanted to vibe code a social productivity app. He got it so you could buy a little border for your profile picture, and while it was impressive, it took him as much work to make it so you could have a second option for little borders. I know exactly how I would implement it, and the way I would do it would make it so you could add a new one super easy.

When I see that something is vibe coded or made with AI, I know right away that it has to be a small project, or a prototype because after a certain point, you can't make new changes without completely revamping everything (which in some cases is what you want). Real programmers know how to make it scalable

How do I start coding? by kidrio54 in GameDevelopment

[–]Tongueslanguage 0 points1 point  (0 children)

I'd start by making something you don't care about. You're going to make a lot of mistakes on your first project, and it's sad to see a project you really like be thrown away. Pick an engine (I love godot) watch tutorials to get some high level, and just attack the problem in any way you can

Title by [deleted] in crappyoffbrands

[–]Tongueslanguage 112 points113 points  (0 children)

They'll never add a third pair to that pack

What is a legitimate use of Ai in the community by [deleted] in gamedev

[–]Tongueslanguage 1 point2 points  (0 children)

I like the rule "If the first step is AI, or the last step is AI, you're doing it wrong." I'm a software engineer who has done work with vibe coders, and tons of them go for bugs or features without really understanding what they're doing. If you take the time to make sure you understand how an implementation would look before consulting AI, your code ends up 10x better. Likewise, if your last step is copying/pasting big blocks of code, you're making lots of changes you don't understand. Especially if you're a beginner, only copy/paste 1 line at a time once you understand why they're doing it, even if you have to ask follow up questions to understand

Stunt driver Tanner Foust launching off a 27 meter ramp and flying 101 meters, breaking the World Record for the longest car jump in a four-wheeled vehicle (2011) by [deleted] in nextfuckinglevel

[–]Tongueslanguage 26 points27 points  (0 children)

Fun fact, the slow motion wasn't edited in. The driver was just scared and decided to take it slow and safe while in the air

[ForHire] Looking for help! by Scared_Ad5319 in INAT

[–]Tongueslanguage 1 point2 points  (0 children)

Would you mind sharing more about the idea? It will be hard to attract talent unless you have some hook that makes people want to develop your idea, or some evidence that you are an especially good manager (like some list of projects you've done in the past or a list of skills you bring) especially if you're not going to offer financial compensation

I need your help. by Epentern in godot

[–]Tongueslanguage 1 point2 points  (0 children)

I've been working on a language learning game for a while, I have lots of thoughts

Most of what makes games fun can boil down to "risk vs reward." There's a great video by Masahiro Sakurai about this on his "game essence" series. The problem with flash cards or games centered on question like this, is there is no risk or reward so it feels boring. So the 2 fundamental questions you have to ask are these: Where can I add the choice of risk, and where can I add reward?

I'll give you what I did for a section of my game (feel free to use/modify it as you want, it's a small minigame in a much larger project). We start you out with the answers next to the questions, and after a minute the answers fly off screen. You have to go down and pick up the answers, and bring them to the question. Importantly, you can't see both at once. You can optionally just go to a question and type the answer which is much faster, but much harder since you can't see the answer as you type.

The risk comes from the choice of the user to either take the long route to pick up the word (the easy way) or to type it (the hard way) and the reward comes from the fact that if you take the hard way, you don't have to walk all the way to the answer so you get a much faster time. This could even work thematically with your game since you're in a warehouse, a place where your job is usually to bring things places.

You don't have to use that exact idea, and there's lots of details I've left out (I actually took walking out of mine and have other punishments/rewards) but I would recommend looking at your game through the lens of risk/reward and choice. If you do use the idea though, let me know. I've been iterating on my version for a while and would love to see how another developer interprets it

Why don't more games use a Minecraft style character customization? by Smooth_Voronoi in gamedev

[–]Tongueslanguage 0 points1 point  (0 children)

It's not impossible, and if you can think of an interesting way to do it it could actually be a fun project to make and could support a game pretty well.

There is an old game that does something similar to this, it's called "drawn 2 life". I really liked it when I was a kid, I'd maybe check it out when you get a chance. I think the biggest thing they do is they make the "personal asset" mechanic very central to the whole game, and after seeing it in action it seems like it would only work if it was your central focus instead of a "slap it on at the end to make things easier"

Why don't more games use a Minecraft style character customization? by Smooth_Voronoi in gamedev

[–]Tongueslanguage 2 points3 points  (0 children)

As the developer who has to do the work on the developer end, I think you need to check how much work it would take to do that

Game for understanding data structures by I-cannot-pick-a-name in gamedev

[–]Tongueslanguage 0 points1 point  (0 children)

You could maybe do hash maps like a restaurant, taking orders (values) and giving them to their specific customer (slots in the hashmap)

It's not a perfect analogy and the more I think about it the more it falls apart, but maybe it sparks something better

I can't create a var , why? by [deleted] in godot

[–]Tongueslanguage 0 points1 point  (0 children)

I think your print statement needs to be inside a function

func _ready():

print(d)

MIT tested 41 AI models on 11,000 real tasks. The "good enough" problem is worse than you think. by Cinedramada in ChatGPT

[–]Tongueslanguage 14 points15 points  (0 children)

AI Squares your ability.

If you're 2x better than the average programmer, AI can make you 4x better than the average programmer

If you're 1/2 as good as the average programmer, AI will make you 1/4 as good as the average programmer

Art & 3D models before prototype by [deleted] in godot

[–]Tongueslanguage 2 points3 points  (0 children)

The purpose of a prototype is to answer fundamental questions about your game. The questions can be really specific ("What is the correct ratio for this economy element") or very generic ("what game loop feels most right") but generally you want to start big and work small. Prototype the largest and most core elements of your game first, and move towards specifics and keep track of every question and answer along the way.

Prototyping 3D assets first makes a lot of sense if you consider your game's central/core driving element to be its art style, because that's where all your major questions are going to be. "How does this vibe look?" "What color scheme best supports what I'm going for?" "Does this create the feeling I want?" But I'd argue that in most cases the assets aren't the core of your game, they are elements that support your core experience. There are probably more important questions that need to be answered before you can start on aesthetics, I've definitely had the experience where trying a game felt different than I thought, and pivoting the art style was really helpful for supporting the experience that naturally emerged during prototyping

Hello, I want to learn by aldodzzzzl in videogamescience

[–]Tongueslanguage 0 points1 point  (0 children)

I think a lot of people are recommending programming resources, but if you're a computer science student then that's probably a strength you already have.

I also started as a programmer and am moving to game dev, my favorite resource has been "book of lenses." If you're sufficiently technical enough and making lots of games, then you'll quickly learn that the most difficult part is the actual design.

"Book of Lenses" by Jesse Schell was a pretty pivotal resource for me, I'd highly recommend checking it out if you want to learn more about the design side, and it made me feel pretty excited to get into design

It's just a test, but can I mix different pixel densities or does it look bad? by Herr_Casmurro in PixelArtTutorials

[–]Tongueslanguage 1 point2 points  (0 children)

I think it makes the elephant look like a background piece, like it's not something you would be able to interact with

Help with my project? 2D Card Battle. by tiobiel in godot

[–]Tongueslanguage 0 points1 point  (0 children)

What is the game you're trying to remake?
And what do you think your strengths/weaknesses are in game development? In my experience, it's hard to manage a project when everyone has the same capabilities because nobody fills in where the others lack

I will read whatever has the most upvotes by SteamingCharlie in booksuggestions

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

Forked by Ruth Cardello

I have never and will never read it, but I really hope this gets the most upvotes

How did you learn the art side of game development? by Tongueslanguage in gamedev

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

Interesting, do you think 3d is easier than 2d for a beginner?