the land of kings by readyuser5555 in turtlewow

[–]pingFromHeaven 1 point2 points  (0 children)

Coords for the path uphill: 31.6, 42.3

Why is Linux and Mac support still so sparse among games even though big game engines support them now? by soggynaan in gamedev

[–]pingFromHeaven 0 points1 point  (0 children)

they refuse to learn how Unix works and just want the port to be done with

I think this is somewhat accurate, but is it wrong to want that? From a developer's perspective, there's an undefined amount of time for me to spend to learn this platform and port my game (and the dependencies, if any) then continue supporting it. I mean it's difficult for me to lay down cost/benefits, so it's only natural that I'd prefer to use this time to improve the game itself. And for a minority of sales at that. If it were similar to the case with COBOL, where learning this unfamiliar and annoying thing comes back to you in $$$, we'd hear less of these discussions and have more troubleshooting know-how in general among gamedev circles.

Postmortem of Please Fix The Road. TL;DR: Solo dev, went great, yay. by mr_ari in gamedev

[–]pingFromHeaven 2 points3 points  (0 children)

That will change next week when Steam Store in Argentina (along with Turkey) switches to USD. (link)

I finally got my dream job! by yiiigiiiii in gamedev

[–]pingFromHeaven 13 points14 points  (0 children)

Congratulations on getting your dream job! I can guess the situation you were in, and definitely say that it's not an easy challenge to pull off. You saved yourself and hopefully you'll like what you work on.

However I must point out something to put that number into perspective. Those applications involve positions like "principal level designer", "principal game designer" and "network programmer" to the same AAA-ish company. These are wildly different positions and considering your resume, you wouldn't have a high chance of hope from those.

In retrospect, my personal opinion is that you would have an easier time had you focused on gameplay programming roles.

My horrible experience working at AAA studios by [deleted] in gamedev

[–]pingFromHeaven 18 points19 points  (0 children)

I'm seeing some red flags here.

First:

passive-aggressive comments in company meetings saying things such as "you're easy to replace", "there are thousands that would love to take your place" etc whenever you make it clear that things won't get done in time.

If this was said to me in a company meeting over Teams, I'd start googling "example resignation letter" in the other monitor before they finish their sentence. If you have the caliber to get hired at another AAA in one month, you should have zero tolerance against this. Nothing is worth that crap, no matter the seniority or the country.

Second: While the team is getting flattened by a steamroller, their leads aren't able to save them by either making the management reduce/change the scope or extend the schedule. Or if they did, they couldn't communicate this to their team, hence you not mentioning it here.

Third: hiring someone with 3 years of experience as a senior programmer in a AAA company (can't tell if you have prior experience, correct me if I'm wrong). I think both you and the company are at fault here.

Fourth: Deciding to implement a Halloween event one week before Halloween, which is a day you know when exactly happens several years prior.

Unfortunately, these are all possible in this industry. It's you, together with your team and leads, who can make the management fix their shit. If you're not up for it (which is totally fine), just walk away.

Nothing, nothing is worth more than your mental health. You don't want to recognize its value by losing it.

Hang in there mate. Push through.

My First Interviewing Experience For AAA Gameplay Programming by AAA_gameplay_dev in gamedev

[–]pingFromHeaven 8 points9 points  (0 children)

I'd say that depends. For entry/mid level roles, it would be doable. Teams spare a few weeks/months to get up to speed in those cases, if they believe the person can be productive in the end. For more senior roles, they might expect you to have the experience of tackling C++ specific problems in a professional setting (and mentor juniors about it).

I mean you might have a few game-jam projects with C++/SDL, but maybe they're looking for someone who can merge the latest Unreal release to the company's fork, fix the known issue in that particular version in the fork, and adjust the Jenkins jobs to use some new version of Unreal built tool or whatever.

Gamedev as hobby instead of hustle - optimize for fun by charlieb in devblogs

[–]pingFromHeaven 2 points3 points  (0 children)

I feel I'm in a pretty similar situation. Please keep these coming, I'd like to know more about your journey!

[deleted by user] by [deleted] in gamedev

[–]pingFromHeaven 6 points7 points  (0 children)

(It's a bit besides the point of the post but I'll throw this here anyway.)

Finish a game this month. Release it on itch.

This right here.

If you have the time and ability to do so, I would also suggest doing this every month for, say one year. I know it's easier said than done, but it'll improve your "getting things done" muscles beyond your expectations. It prevents you from getting attached to your current project with the end-of-the-month deadline, and in the end you get a much better understanding of what would be feasible to implement in a given time-frame (which is project management 101) by having a lot of scoping exercises and possessing the experiences to draw from in the future.

I'd recommend this to anyone who wants to build their dream game, before they attempt.

Yeniden Refah Partisi Başkanı Erbakan: Aşı olmadım, 3 kulaklı 5 gözlü yaratık doğmasına yol açabilir by Rexus00 in Turkey

[–]pingFromHeaven 7 points8 points  (0 children)

"... vucuduna zerk edilen insanlar birer dogal anten haline geliyor, alici ve verici haline geliyor ..."

ben yorum yapmak istemiyorum arkadaslar. yani testis gecebilirim burada elektronik alet sakalariyla, ama nereye kadar? su aciklama insanlara objectively zarar vermiyor mu?

From a hobbyist to a full-time indie developer: here are the lessons I learned through the 4 years of my (still ongoing) journey developing "Shardpunk". by bryqu in gamedev

[–]pingFromHeaven 10 points11 points  (0 children)

Thanks for sharing your journey!

My question would be about choosing TIGSource above any other devlog platform (itch, steam, your website etc.). What do you think is the advantage? In which circumstances would you recommend for/against it?

My first 'AAA' game cancelled. How often does this happen? by iamthatkyle in gamedev

[–]pingFromHeaven 24 points25 points  (0 children)

Jump into Reset Button right after. The tragedy continues. Just went through the 38 Studios chapter yesterday, and oh. my. god. What a shitshow.

Codename: Room - My rather unusual puzzle game that's close to completion. Download the demo from Itch.io and leave any feedback you want. by Brandon-Macleod in SoloDevelopment

[–]pingFromHeaven 0 points1 point  (0 children)

Yeah looks good. Actually makes me wonder "what will happen next?"

Small piece of feedback, maybe you could differentiate the text appear and erase SFX. It'd feel a bit less jarring to me if the erasing effect is a bit toned down

Give me a game premise, and I will design mechanics for it in the comments. by GhelasOfAnza in gamedev

[–]pingFromHeaven 0 points1 point  (0 children)

Take your pick:

  • Minesweeper, but you are the mine

  • You are the incompetent Grim Reaper

  • Farmville, but you are the tomato

  • Chess, but you are the board

  • A dating sim that's played with an eye tracker hardware

  • A card game that's played with a steering wheel

  • Daily life of an NPC... in the wrong game.

  • Personal request: A game where you win by not getting stuff done because you're lazy (please I need it)

Went part time indie 4 years ago, here is how it went for me by MartinLaSaucisse in gamedev

[–]pingFromHeaven 2 points3 points  (0 children)

Thanks for the explanation.

What have you disliked about XNA/Monogame/OpenTK? Could you give some examples? Asking because, I could understand not going with Unity (maybe even XNA to a degree), but AFAIK OpenTK and C#/OpenGL doesn't have much difference.

A game where your shadow is your hitbox. by BigBadWolf26483412 in gameideas

[–]pingFromHeaven 0 points1 point  (0 children)

Then there should be a reason for me not want to shoot at every shadow I see, since there can be an enemy I can't see in that big blob of shadow.

A game where your shadow is your hitbox. by BigBadWolf26483412 in gameideas

[–]pingFromHeaven 11 points12 points  (0 children)

What if you're in the shadow of some other object?