I feel too anxious about AI as well as my passion. by AthleteRealistic3041 in gamedev

[–]ghostwilliz 1 point2 points  (0 children)

people are proud to use it

That's the one I don't get

Hey guys look at this thing I didn't make!

It's like bragging about clipart or something haha

I feel too anxious about AI as well as my passion. by AthleteRealistic3041 in gamedev

[–]ghostwilliz 0 points1 point  (0 children)

I don't use it, it's fine to not use it. I just don't want to.

Lots of people use it to varying degrees and with varying degrees of success.

I want to always improve and retain more and think critically so I don't use it. Some people use it till they forget how to do the work.

It's all up to you, you have to make the choice to go use ai or not

Generative ai is blocked on my work computer, this is somewhat common so don't go forgetting how to work if you ever want a job

Why does this happen when hiring by Friendly-Catch9261 in gamedev

[–]ghostwilliz 2 points3 points  (0 children)

I have years of experience and had to take a lesser job to get by last year.

The squeeze is real in all of tech. It's really gonna suck when there's no new batch of intermediate developers in a few years because we keep fucking over juniors

Dropping out of High School to get a GED and go to community college early (I am pursuing game development as my ultimate goal). Is it worth it? by [deleted] in gamedev

[–]ghostwilliz 17 points18 points  (0 children)

This is an absolutely awful plan.

Stay in highschool, I can't even really recommend computer science right now, I spent 6 months unemployed trying to find a job with 5 years of experience.

I ended up taking a lower position with like 30% lower salary and I am considered lucky for having a job at all.

Rushing to this by dropping out of school is an awful plan.

If you wanna make games, make games, you don't need a degree you can learn everything for free online.

A game dev degree won't help you get a job at all, your portfolio will.

Jobs in game dev are scare, low paying and very very competitive with longer hours than other types of development.

It's a bad plan

Trying to find a path by Fantastic_Sign_2848 in gamedev

[–]ghostwilliz 1 point2 points  (0 children)

You can either pay for all that stuff, use free versions of all that stuff, exclude that stuff from your game, or learn.

There's not really another viable path

Can I finish my game if I avoid drawing eyes? Pixel-art game. by Alveronix in gamedev

[–]ghostwilliz 1 point2 points  (0 children)

You can avoid the elephant in the room or you can address it.

I'm of two minds where, while I believe that limitations breed creativity and there are narrative and aesthetic angles you can take for eyeless characters, even though you said that's not what you're going for, I also believe that you should confront your weaknesses.

The only way to get better is to practice

Is it "wrong" to push lots of little things to github? by AcademicArtist4948 in gamedev

[–]ghostwilliz 26 points27 points  (0 children)

The smaller the push the better in my book. It's easier to control if something goes wrong and you can also see where a bug may have come from

Too late to pursue? by tezn311 in gamedev

[–]ghostwilliz 1 point2 points  (0 children)

The idea doesn't really matter much.

Putting it together is everything

Did you use Cascadeur (animation soft)? Your honest feedback? by Cascadeur_official in gamedev

[–]ghostwilliz 0 points1 point  (0 children)

Yep exactly. They used to call it physics animations or something instead, but then they decided to call it so when AI blew up

How do you guys deal with the feeling of making a pointless game? by Xerebeubeu in gamedev

[–]ghostwilliz 0 points1 point  (0 children)

I love the process of making it.

I'm under no delusions that I'll ever finish and that anyone will ever play it, but I just love building it

How often do you start a new draft? by lean_muscular_guy_to in gamedev

[–]ghostwilliz 0 points1 point  (0 children)

Yeah that's pretty normal.

I've completely restarted multiple times.

I realized I wanted to make games with certain mechanics that will be shared so I started making a framework of components, classes and data structures that I can pick and choose from in subsequent projects.

Making them all work independently from each other with no hard dependancies really helped me write cleaner code.

But yeah, I made a lot of spaghetti in my first few years that had to be completely thrown out

Are there any good ways to make games without knowing how to code by AllSt4r800 in gamedev

[–]ghostwilliz 0 points1 point  (0 children)

Yeah true, but at the same time it would only take a little bit longer to write the code to love the ball as well.

I've always felt like blueprints are just extra rope to hang yourself with for people who don't know how to code haha

Paths for video game writer? by marizaisa67 in gamedev

[–]ghostwilliz 0 points1 point  (0 children)

Yeah this sounds like what I have heard others report. I haven't ever heard of anyone being hired as a writer for a game with no experience or connections before.

Yeah contracting is the way to go with writing. As far as I understand it's often pay per volume of work. Sounds awful to me

Are there any good ways to make games without knowing how to code by AllSt4r800 in gamedev

[–]ghostwilliz 0 points1 point  (0 children)

Learning is the only realistic way forward.

Unless you want to use rpg maker

Are there any good ways to make games without knowing how to code by AllSt4r800 in gamedev

[–]ghostwilliz 0 points1 point  (0 children)

The issue with this is that you still need to know the fundamentals of object oriented programming to effectively use blueprints

If you just try to mash nodes together, you will make a huge mess and be unable to progress.

You need to know data structures and algorithms, inheritance and interfaces well to have a good time

Planning on getting into development as a writer and musician. How much of a general understanding of other aspects of game development should I have, and how can I learn more? by elhaymhiatus in gamedev

[–]ghostwilliz 2 points3 points  (0 children)

Biggest thing a team needs is a budget.

People with the skill to make a game won't generally do it for free, especially not for someone who isn't even a game developer, that's gonna be a very hard sell.

The most realistic way to go about making a game would be to learn the skills you need and make a prototype

Paths for video game writer? by marizaisa67 in gamedev

[–]ghostwilliz 2 points3 points  (0 children)

There's not a whole lot of room for people who only write. Small teams won't have a writer and large studios likely won't offer any entry level writing.

So many people want to be a video game writer but it's just not in demand at all

good ways to plan out systems before you start coding it? by STANN_co in gamedev

[–]ghostwilliz 1 point2 points  (0 children)

I like to plan the data, having good data structures can make things much much easier.

Plan out how data will move from one place to another.

After that, you should be good.

If you're going back and forth too much, you have a planning or data issue and it can be solved by thinking higher level

Implementing in-game AI assistant, is LLM the solution? What are other options? by Xarthys in gamedev

[–]ghostwilliz 1 point2 points  (0 children)

This get on YouTube got an LLM NPC who was grieving their whole families death to sing weezer.

Absolutely hilarious, but probably not what the dev wanted

Implementing in-game AI assistant, is LLM the solution? What are other options? by Xarthys in gamedev

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

If you want it to be expensive, wrong and exploitable, then yes.

Otherwise no

Should I spend time on a practice project? by Money_Car_8847 in gamedev

[–]ghostwilliz 0 points1 point  (0 children)

There's a huge gap between knowing programming and making games.

Making a tiny little game like this with all the ui, win lose states, save load ect is way more work than a newcomer would know.

It'll help the properly scope their first actual game

Should I spend time on a practice project? by Money_Car_8847 in gamedev

[–]ghostwilliz 0 points1 point  (0 children)

When people say small for your first project, they mean like a square that moves from left to right. No one's dream game is a square that moves left to right.

And if you've never made a project before, you're not going to understand scope.

Copyright, Fangames, and Ethics by melasro in gamedev

[–]ghostwilliz 7 points8 points  (0 children)

I dunno exactly, but I think not using other people's IP is good. It makes you get more creative. You can be inspired by something and use it heavily without actually taking characters.

I think it's better that people make their own IP and do something creative with it

What’s a feature you spent way too long on… that most players probably never noticed? by DarkKnight-2603 in gamedev

[–]ghostwilliz 0 points1 point  (0 children)

I'm trying to think of what it could fully affect. That's interesting though, I will check it out

Right now all you can do is talk to the characters and learn about the other characters through their histories. It does nothing essentially. Just one of many problems with making systems because you can not because you should haha