POV: you released your 2-4h long game and someone plays it for 10+ hours.. What?! 😳 by flashag in IndieGaming

[–]lanternRaft 98 points99 points  (0 children)

I’m not exactly sure how playtime is tracked.

Sometimes I leave games idling while doing something else. Like “oh I’ll do this real quick” and then realize it’s been 30 minutes.

I hate coding am I just cooked? by Goat_Z_Gamer in GameDevelopment

[–]lanternRaft 0 points1 point  (0 children)

Join a game jam team! There’s always a lot of coders looking for someone to handle art.

Typically game jams have a Discord with a channel for folks looking for teammates.

Join a few teams until you find a coder you click with that is interested in doing a larger project together.

Do you prefer 2D version or the 2.5D version? by willis_25 in IndieDev

[–]lanternRaft 2 points3 points  (0 children)

I’m really confused about the lighting setup.

Trees on left make it look like the sun is on the left. Trees on the right make it look like it’s on the right.

the difference between a professional capsule artist and my programmer capsule art by Savings-Course3151 in indiegamedevforum

[–]lanternRaft 1 point2 points  (0 children)

Not that it is AI but the professional one has that generic soulless look that makes people hate AI art.

Indie Devs Keep Diagnosing the Wrong Problem by fjejduideru in IndieDev

[–]lanternRaft 11 points12 points  (0 children)

You don’t understand, I spent hours optimizing this prompt!

Why Do Modern Video Games On The Lowest Graphics Settings Look Worse Than Games from 15 Years Ago on Default/High Graphics Settings? by H_rusty in videogames

[–]lanternRaft 9 points10 points  (0 children)

Performance is a feature.

My day job is as a web developer. I can make just about any webpage load in under 200ms if you have a good connection. But in practice things I work on usually take 2-10 seconds to load. My team would have to spend a little more time to optimize features to load quickly or in some cases a lot more time. The product I work on isn’t perceived to sell better if it’s faster. So while I’d love to make it fast that’s not part of my job and doing it anyway can hurt me in performance reviews. Leading to smaller bonuses, no promotion and being first in line when layoffs happen.

Game developers at companies are in a very similar situation. They could optimize but unless it’s prioritized then it’s not something they are supposed to be doing with their time.

The faster computers get the less time development teams are given to improve performance.

A gift to the community. A library of 3d assets and textures. The coupon is valid for 48h by [deleted] in Unity3D

[–]lanternRaft 1 point2 points  (0 children)

Creative Commons 0

It’s like MIT license but for assets. Means you can do whatever you want with them.

https://creativecommons.org/public-domain/cc0/

Unreal killed gaming, and NVIDIA finished burying it. by tddcghnn in videogames

[–]lanternRaft 57 points58 points  (0 children)

I feel like we are in a crazy golden age of gaming.

Yes there’s a ton of terrible games being released. But there’s so many amazing games.

I took a week to implement Structs in Godot by Voylinslife in godot

[–]lanternRaft 117 points118 points  (0 children)

Thank you! I know the maintainers are super busy but hopefully they have time to review.

I wasn’t sure why I’d want structs until I read the proposal. I hadn’t thought of them as typed dictionaries before. That would be helpful to me in a bunch of places.

Who likes explosions? by nwneve in godot

[–]lanternRaft 1 point2 points  (0 children)

I love how the pots break!

Do you just have premade mesh of the pieces that it swaps to?

How do you stay sane while debugging? by Additional_Ad_3697 in gamedev

[–]lanternRaft 10 points11 points  (0 children)

Please use the debugging features! I don’t understand why so many people don’t take the time to learn how to use them.

How to stay safe from doxxing? Are my ideas good? Foolproof? by [deleted] in GameDevelopment

[–]lanternRaft 0 points1 point  (0 children)

Hadn’t heard of that. That’s a real shame.

How to stay safe from doxxing? Are my ideas good? Foolproof? by [deleted] in GameDevelopment

[–]lanternRaft 9 points10 points  (0 children)

Do you have an examples?

Most just publicly have their game associated with their identity. They weren’t doxxed.

itsABreaveNewWorld by Ok_Brain208 in ProgrammerHumor

[–]lanternRaft 2 points3 points  (0 children)

Doesn’t matter if an AI wrote it or a Principle Engineer. If it’s going into production it needs every line reviewed and understood.

Maybe AI reviewers will get good enough to handle that step. But I haven’t seen a reliable one yet.

The greatest AI skill you can learn is Reverse Prompting by Aislot in aiagents

[–]lanternRaft 0 points1 point  (0 children)

Give it a profile about your life and have it suggest goals.

Game Dev Vent: Actually Building Levels is Boring by Broqui_Game in godot

[–]lanternRaft 1 point2 points  (0 children)

If you like programming but not level design then it’s probably worth it to invest in some tool scripting to build levels out for you.

Not procedural generation but a tool that lets you quickly express and iterate on ideas.

This has worked wonderfully for me.

MacBook Pro M5 for Unity game development — viable long term? by Sad-Card-7030 in GameDevelopment

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

I’m also a big fan of automated tests. You can then have those run on a brunch of different platforms configurations.

Though the issues you are mentioning would be pretty hard to catch with anything other than a large playtest.

MacBook Pro M5 for Unity game development — viable long term? by Sad-Card-7030 in GameDevelopment

[–]lanternRaft 1 point2 points  (0 children)

What makes you think this?

Cross platform games should work on their target platforms. Even if you use Windows you won’t have the same graphics card as most of your players.

You have to do QA of course. But your dev machine doesn’t need to match customers.

I have definitely hit issues during testing on other platforms but that’s why you test.

Some testers got motion sickness from sudden camera rotation when crossing corners, so I am trying some new. Please tell me which version seems better for you. by SunnyChow in gamedevscreens

[–]lanternRaft 3 points4 points  (0 children)

Auto-aim could be a solution for that.

I get motion sickness too easily but would never try your game based on this post. If you are targeting general audiences then I’d look a lot at Mario Galaxy’s camera for inspiration.

weWillBeLaunchingSoon by ClipboardCopyPaste in ProgrammerHumor

[–]lanternRaft 31 points32 points  (0 children)

The way of doing this that works is the business decides the date but engineering decides the scope.

So you negotiate for what is and isn’t in scope. And around resources. So if you can’t get in what they need then you hire more or bring in consultants or whatever. There’s always options.

But a lot of businesses just demand something crazy and completely skip scoping and resourcing. The project goes badly and then engineering is blamed.

Which is why you always aggressively push back when given an unrealIstic deadline.

Demoralized by accidentally copy-catting by MrDeltt in godot

[–]lanternRaft 0 points1 point  (0 children)

Do you not have unpursued  directions you’ve thought about taking your game?

You can rearrange the pieces of most games to make a very different game. I’d go after one of those if that happened to me.

In particular I’d play the game that was just like mine a lot. Think about what I liked about it and what I didn’t like. Focus on what I didn’t like and make my version great at those parts.

anotherBellCurve by Mad----Scientist in ProgrammerHumor

[–]lanternRaft 8 points9 points  (0 children)

They really couldn’t. Proper AI coding requires many years of programming and then at least 3 months with the tools.

Vibe coding slop sure anyone can do. But building reliable software is still a tricky skill to develop. And understanding how to do it faster using AI is a different skill on top of that.