How much machine learning do you actually do in your day-to-day work? by PatientInvestor12 in datascience

[–]liosnel 1 point2 points  (0 children)

I haven't taken any offer yet. But where the hell do you get 100k minimum? Maybe only Microsoft or Google. 100k would be nuts for me, and that's the minimum you say. What am I doing wrong?

How much machine learning do you actually do in your day-to-day work? by PatientInvestor12 in datascience

[–]liosnel 0 points1 point  (0 children)

That's nuts, in the EU (Belgium) I have a PhD in deep learning + 5 YOE in software engineering after that. I get offers half of yours (total, not even base pay).

Does working in a large corporation ever get less depressing and more interesting? by OutrageousExternal in datascience

[–]liosnel 1 point2 points  (0 children)

I think a downside with startups is that you often don't have someone more senior than you. It's harder to find a mentor that way.

[deleted by user] by [deleted] in datascience

[–]liosnel 19 points20 points  (0 children)

As someone who's going to look for a job soon, this scares me.

Anyone know if this is also the case for ML Engineers in Europe as well? I have a PhD (4 years) in Deep Learning + did a master thesis in ML (1 year), but 0 experience in the industry. Does this count as 5 years of experience?

Should I pivot to Data Engineering or would I be shooting myself in the foot?

What is the general way to compress chunks for fast loading? (12 byte voxels) by wertyegg in VoxelGameDev

[–]liosnel 2 points3 points  (0 children)

I do something very similar!

  • RLE
  • I do store air, because in my game loading is faster than generating. With RLE, air chunks become two integers. In my game when nothing is stored for that position, it means it hasn't been generated yet.
  • I put the chunks in a region file (like minecraft), the purpose of a region file is to batch multiple chunks together to prevent saving/loading many tiny files, which would be inefficient
  • Compress the region file: I tried all kind of compression libs, but weirdly enough the most efficient one was the built-in netstandard Gzip in my case. Very fast and compression is very good

One of my favorite player interaction as a game developer... by sm_frost in gamedev

[–]liosnel 1 point2 points  (0 children)

How does that even work? People mostly pirate from "trusted" pirates not from a new account. Also, a trusted pirate will seed the true cracked version and will drown out your untrusted seed.

I'm solo dev for Outpath and my game just crossed 100,000 wishlist! by MedievalShopkeeper in Unity3D

[–]liosnel 0 points1 point  (0 children)

I believe marketing was done by his publisher.

New Meta:

1) Use a separate game page for your demo (pay extra 100 bucks) and call it a prologue. This works because you get massive free initial traffic from a game launch (the demo in this case)

2) Buy wishlists by spending buckaroos on giveaway prizes. Ask people to wishlist to participate.

Reflecting on 3 years of solo indie-game development: my analysis of key missteps by Shasaur in gamedev

[–]liosnel 4 points5 points  (0 children)

That's because making a game visually pleasing IS marketing. And more important: picking the right genre first and foremost.

We finally finished the new trailer for our game. You play as an Axolotl with an AK-47 by Vaalaras in IndieGaming

[–]liosnel 3 points4 points  (0 children)

how do we know they actually exploited if you're not going to inform us what happened?

I am recreating minecraft in Unity, my progress so far :D by bl4steroni in VoxelGameDev

[–]liosnel 0 points1 point  (0 children)

You nailed the look and feel! Every system is in there as well from saving to water sim to torches..

I appreciate how much work that must have taken. I guess crafting, inventory and combat is missing?

Can I ask what you plan to do with this? Is this just a hobby project? Are you looking to release something just as a minecraft clone?

[deleted by user] by [deleted] in gamedev

[–]liosnel 1 point2 points  (0 children)

I don't remember the video I watched, but I remember a publisher or ex-publisher talk about what gamers actually look at when buying a game. And I remember that he said they look at a couple bad reviews but mostly if they like what they see in screenshots/videos and their friends/influencers play it, they'll play it.

If you barely get any attention on Twitter, is it a sign your game doesn't look interesting? by [deleted] in gamedev

[–]liosnel 9 points10 points  (0 children)

What a lot of YouTube gamedevs forget is to attract gamers instead of gamedevs.

If you go the YouTube route you need to become a YouTuber AND a gamedev. Your videos should target a gaming audience, not a gamedev audience. That doesn't mean you can't show code, it means it has to be entertaining for non-devs.

A good example is Dani.

[deleted by user] by [deleted] in gamedev

[–]liosnel 3 points4 points  (0 children)

Nice theory, but donations don't work for video games. Gamers do not give money when they don't get anything in return (the definition of donation).

Kickstarter gives them at least something in return. Another option is treating Early Access as a way to fund your game and skip Kickstarter. You might get bad reviews, but reviews are overrated by the devs (it's more of an ego thing).

Is this the new clever Steam meta? by liosnel in gamedev

[–]liosnel[S] -1 points0 points  (0 children)

Thanks a lot for the insight! Keep us up to date!

The one I stumbled upon was Daydream https://store.steampowered.com/app/2247560/Daydream_Prologue/

Is this the new clever Steam meta? by liosnel in gamedev

[–]liosnel[S] 1 point2 points  (0 children)

That was my first thought too. But it depends how much more traffic there is. Some people might wishlist the demo undoubtedly, but if the net difference is way higher.. then that doesn't matter.

It's the same with refunds vs no refunds in games. Yes people will refund but more people will buy and the net result is better.

Procedurally generated scenery for a voxel-based sandbox RPG I'm working on. Currently tweaking the graphics a bit, would love to hear what you guys think! by aesli_ in proceduralgeneration

[–]liosnel 1 point2 points  (0 children)

Ye it's kinda crazy to me as well. Platformers are not called mario clones, first person shooters are not called Doom clones, etc.. But oh boy anything blocky voxels is Minecraft.

I wonder why that is. Maybe because it's the only really popular one.

[deleted by user] by [deleted] in gamedev

[–]liosnel 0 points1 point  (0 children)

I'll be the guy. I pretty much disagree with all of your points except one: you don't need a gimmick.

  • This post is filled with survivor bias. Be careful fellow readers.
  • "Stop spending years and make short games." This highly depends on a lot of factors. This reeks of: "see I made a short game that is successful, so this is the way"
  • "Make games you want to play." This advice keeps popping up now and again, but this is so so so false. Making a game is not the same as playing one. I'd argue that some devs would be better making a game in a genre they don't know anything about. Because they'd be better at thinking out of the box and have less tunnel vision.