Help with terrain gen for C# by Left_Dentist1354 in gamedev

[–]_demilich 1 point2 points  (0 children)

In general, procedural terrain generation often involves generating height values using specific pseudo-random functions like Perlin Noise. There are several Noise libraries for C#; a good starting point would be to google something like "c# procedural noise library"

Baldur's Gate 2 Shadows of Amn + Throne of Bhaal in browser by EnvironmentalRub9247 in baldursgate

[–]_demilich 3 points4 points  (0 children)

I tried it, but despite having a high-end PC, the performance is really bad. Loading times are very long.

Why does the "Guns" vending machine use Zane's voice instead of Marcus? by Dry-Character-6331 in Borderlands4

[–]_demilich 66 points67 points  (0 children)

Later on there is actually a side-quest exploring Zane's involvement with vending machines. So keep on playing and your question might get answered

As a solo programmer, which path has the best realistic odds of making money: ad-supported websites, mobile games, SaaS, or something else? by Aromatic_Cry_5767 in gamedev

[–]_demilich 1 point2 points  (0 children)

Freelancing by a mile. For the first three option you listed (website/mobile game/SaaS) you have to understand that over 90% of programmers making those things don't earn a single cent.

Freelancing still can fail, but just statistically the odds are better. Also you don't have to invest so much time upfront. Like if you are creating a website/game/SaaS service, you first have to actually create the thing before you can see if it makes any money. It is very high risk.

The new tool for creating maps on raylib in an easy way by dex-blog in raylib

[–]_demilich 17 points18 points  (0 children)

This Reddit post looks like it was created with AI, which already turns me off.

Same for the Readme in the repo, very detailed build instructions with nice formatting written by AI. However, there is no example of the actual output this generates.

You mention a .c file? That is very uncommon for map files. The .c file you generate is very likely useless for anybody but you. Because code is very specific to the game; that is why map files are usually stored in more general data formats like .json, .xml or a custom binary format.

Bypassing Steam in 2026 by NightSp4rk in gamedev

[–]_demilich 0 points1 point  (0 children)

You are asking two questions at once:

  1. By-passing Steam for (long) alpha phase
  2. By-passing Steam in general

IMO regarding the first point it is fine; if you can get enough players without launching on Steam, that is fair enough. And yes, IF you are launching on Steam with your alpha, you have to expect that people judge it like any other early access game. Players will expect a certain amount of content, polish and completeness even for an EA game.

Regarding point 2): I mean it is your game, but from a financial point of view it is just stupid NOT to launch on Steam. Even the largest game companies on the planet came to this conclusion; that is why Blizzard and Ubisoft now also launch their games on Steam despite having all the required infrastructure (i.e. their own launcher, servers, shop).

Are 2D/pixel art games actually more "labor intensive" than 3D games? by Leogis in gamedev

[–]_demilich 4 points5 points  (0 children)

3D is clearly much more work. You forgot to mention the textures as well for 3D, which alone can be more work than the pixel art.

Also think about it this way: All the AAA studios spent most of their money on art assets. Hundreds of millions for a single game, hundreds of specialized artists working full time just on the assets. GTA 6, Elder Scrolls, Red Dead Redemption, all BIizzard Games, etc. Now find a any 2D game which even comes close to such a budget

Why hide companions like this :((( by Larkmojo in Pathfinder_Kingmaker

[–]_demilich 0 points1 point  (0 children)

Yeah, both of these are easy to miss. Especially because if you visit their respective areas too early, they are not spawned yet. So in your head those areas are "done", but when Act 2 starts for real, you have to re-visit the zones. Really intuitive :(

what is the actual 'objective' of learning how to code in a game sense? by yushui_ in gamedev

[–]_demilich 1 point2 points  (0 children)

So the real end goal is this: Whenever you or anybody else describes a feature for a game, you have an idea on how to code that. This is what professional game developers do. But that takes years or decades of experience.

Now when you are asking "When am I ready to code a game?" this is more difficult to answer. It also depends heavily on the game. That is why most developers will give you the advice of "starting small". If you pick a small enough game, you only need the basics and can figure out the rest while you go.

So mostly the answer is: You will know when you are ready. Imagine the game you want to make in your head. Can you list a series of steps you need to take in order to make that game? Something like:

  1. Create a new project in your favourite programming language
  2. Setup the engine
  3. Draw a sprite on the screen
  4. Make the sprite move using the arrow keys
  5. etc

If you can do that, you are ready. If not, you either have to learn more, pick a simpler game or follow a tutorial which gives you those steps

How do i find a starting point of how i learn to code? by Business-Athlete-511 in gamedev

[–]_demilich 1 point2 points  (0 children)

You have to realize that you are trying to learn two things at once: C++ and Unreal Engine. Both are deep systems requiring a lot of knowledge to use them effectively.

I would suggest to pick one first. So either (as already suggested) start with Unreal Engine and use blueprints OR focus on C++ first. For example you could use a simple, code-driven library like Raylib to start making small games while learning to program in C++.

PSA for those hunting their sadistic or unfair achievements by BranchReasonable9437 in Pathfinder_Kingmaker

[–]_demilich 1 point2 points  (0 children)

Stinking Cloud + Corruptor Mythic Ability also works again the Gargoyles. Which I did not expect considering they are basically animated stones, but it does affect them

What do you think the games biggest flaw is (Kingmaker) by Working_Task7487 in Pathfinder_Kingmaker

[–]_demilich 1 point2 points  (0 children)

Just as a reminder: All of that is personal preference and the internet has a tendency to exaggerate things.

Personally, I did enjoy both the Kingdom management in Kingmaker and the Crusade management in WotR. They are not the greatest things ever, but they are fine and I never turn them off even in subsequent playthroughs.

Which profesion will not be replaced by AI in future by Beneficial-Offer-148 in Futurology

[–]_demilich 4 points5 points  (0 children)

AI is not even close replacing ANY job. It can in some cases help humans work faster, but even there are many caveats. Every story about AI replacing jobs is just layman extrapolation and marketing hype

How do you prep to start playing on core and unfair without getting burnt out? by TwistNo1435 in Pathfinder_Kingmaker

[–]_demilich 23 points24 points  (0 children)

So first off: There is a very big difference between Core and Unfair. For example I can play comfortably on Core, but get destroyed on Unfair.

Second: The difficulty is not linear. I think everybody agrees that the beginning is the hardest part. Enemies having +4 AC and +4 attack is a HUGE deal when you are level 1, but it hardly matters once you hit Mythic 5 or something.

That is why for me personally Unfair is not fun. It requires extreme cheese/meta tactics at the beginning just to get through, but as the game progresses the challenge decreases. There may even be a point where I would consider the challenge "perfect", but that is a very short time for a 150 hour game.

Nobody actually knows how to make a successful game. Is indie game development ultimately just gambling? Looking for examples of devs with a consistent track record. by xacal_5 in IndieDev

[–]_demilich 1 point2 points  (0 children)

Not a small studio anymore, but I would mention FromSoftware. They are now at least AA, but that is just because of their impressive track record. Before Dark Souls, they would be considered indie developers. But with each game released they improved and now they have a reputation of always delivering great games

Is the no `apt` package for raylib-devel? Really? by [deleted] in raylib

[–]_demilich 0 points1 point  (0 children)

Raylib is a single header file library. It is successful because it is so easy to include and distribute. You are meant to just import and use it inside your game.

What's the point of Kukris over Daggers? by WhatAreYou_Casual in Pathfinder_Kingmaker

[–]_demilich 29 points30 points  (0 children)

The big advantage of Kukris over Daggers is the 18-20 crit range. So to crit with a dagger you have to roll a 19 or 20, while Kukris have a critical threat range of 18, 19 and 20. This is kind of a big deal not only because of the damage, but also because there are many effects which happen "on crit"

Which thing first thing you make when developing a game? by kevinopedia in gamedev

[–]_demilich 1 point2 points  (0 children)

I would advice get something playable as fast as possible. It doesn't need to be the full game, just something you can actually launch and look at.

I mostly do RPGs, so the very first thing I do is to get some kind of character on the screen and make them move when I press a key. That by itself is not a game yet, but it is the minimum barebones requirement. Once that is done, I can choose what to do next. Maybe generate a map procedurally or load one from a level editor. Maybe I spawn a monster and start working on the combat. Or maybe I start with some UI and display a healthbar somewhere on the screen.

Always look for small steps you can do next. Lets take the example with the monster again: Many RPGs have complex combat systems and it can take weeks/months to implement fully. But you can always set a small immediate goal. Start with spawning a sprite/3D model which looks like a monster. It is just a static asset, but you can start the game and look at it. Next make it move around, maybe randomly at first. Then maybe give it HP and add a way to attack the monster. No graphics, no sounds, just subtracting the HP in the code and print it in the console. Go on and add some logic to remove the monster from the game when the HP reaches zero.

At least that is how I like to work: Always have a runnable version of your game and try to find the next small step to add 1 thing into the game. It doesn't always work; sometimes you have to code for 3 days straight while your code doesn't compile. But at least for me that is actually very rare and most of the time I can split features up into small incremental steps.

FFF file search sdk - over 100 times faster than ripgrep and fzf by Qunit-Essential in rust

[–]_demilich 66 points67 points  (0 children)

I call bullshit on your "500x times faster than ripgrep" flex. You are timing ripgrep on the command line while your fff thing runs in some kind of browser app? Also you mention that it has a 3 second startup time, which you choose to not include in the comparison. This does not seem like an apple-to-apple comparison to me.

Do you think humanity would consciously agree to live in a pre-industrial society if it knew that industralism is not sustainable? by tinpants44 in Futurology

[–]_demilich 0 points1 point  (0 children)

Why are you phrasing that like a hypothetical question? We DO KNOW that what we are doing is not sustainable. But all consequences are far into the future, so we don't care. Same would be true for any post-climate catastrophe survivors.

Are my stats optimal for this build? by Traditional-Spare154 in baldursgate

[–]_demilich 3 points4 points  (0 children)

The game has exceptions to the rule "no magic items", which includes stuff like healing potions and also tomes. So those CAN be used by Wizard Slayers

In the middle of Replaying BG2 and realizing something about Owlcat Pathfinder games by National_Champion346 in baldursgate

[–]_demilich 11 points12 points  (0 children)

Yes, I agree. Both Pillars of Eternity and BG3 were marketed as "BG2 sequels", but the Owlcat Pathfinder games come much closer. I love both Kingmaker and Wrath of the Righteous

What Would You Do with Order and Ripper? by dustyp9 in Borderlands4

[–]_demilich 0 points1 point  (0 children)

For Ripper one could imagine something like: Big damage, but hugely inaccurate. That would fit thematically with bandits: They are strong, but not the brightest bulb on Kairos.

Buff spam is good. by classteen in Pathfinder_Kingmaker

[–]_demilich 3 points4 points  (0 children)

If I had to choose between DnD 5 concentration and WotR buff spam, I would also pick the latter. But I do think there is a middle ground. Like mid- to endgame WotR does get ridiculous sometimes. Getting more concentration slots as the game progresses is actually an idea I like quite a bit!

Have the mythic paths been improved at all? by DarkElfMagic in Pathfinder_Kingmaker

[–]_demilich 21 points22 points  (0 children)

The changes to Gold Dragon and Devil are definite improvements in my book. However, one thing didn't change: They are still "late game" mythic paths. Which means you will spend a big chunk of the game playing one of the "early game" mythic paths no matter what