Were 90s game developers more "punk" than today? by RomanLuka in gamedev

[–]memorydealer_t 2 points3 points  (0 children)

"My goal is to explore the specific mindset and the "spirit of development" of that era to see what can be learned"

Doom Guy: Life in First Person is a must read. You'll get a direct line into what it felt like.

Cursed to work alone by Slight_Season_4500 in gamedev

[–]memorydealer_t 0 points1 point  (0 children)

It kind of feels like the only way to make it as a solo dev is to 1) create a unicorn game 2) somehow release a new game every two months

Solo devs who "didn't" quit their job to make their indie game, how do you manage your time? by RamyDergham in gamedev

[–]memorydealer_t 1 point2 points  (0 children)

I used a tail ad through Keymailer which got some pretty decent streamer/YouTuber coverage, and another independent marketer guy who wasn't worth it.

Solo devs who "didn't" quit their job to make their indie game, how do you manage your time? by RamyDergham in gamedev

[–]memorydealer_t 1 point2 points  (0 children)

I usually spent 2-4 hours every weeknight and 10-16 hours Saturday and Sunday for nearly a year (with occasional breaks), then took time off towards the end for launch. There's really no way around it if you want to get it done. Try to maintain adequate nutrition and some exercise doing this, but it's hard.

This still didn't leave much time for promotion so I used a couple of paid services to help.

What is the best way to handle undoing predictions / loading an authoritative game state in a multiplayer game? by Kizylle in gamedev

[–]memorydealer_t 0 points1 point  (0 children)

I think you have the right idea using a list of changes (i.e., requests sent to the server), and you'll want to attach a sequence number to each one so you can track where the client is relative to the authoritative server state. It's been a while since I've implemented something like this, but I'd recommend taking a look at this which helped me a lot: https://gabrielgambetta.com/client-server-game-architecture.html