by rb2e on 11/9/16, 9:47 PM with 63 comments
by rootlocus on 11/10/16, 11:12 AM
Unfortunately, I may not have accepted it 6 years ago. I justified writing everything myself by saying I was learning. I justified buying C++ books by saying I wanted to be a "true" game developer. Then I justified switching to another language by saying I needed faster iterations and prototyping. I spent hours and days trying to make everything work on both windows and linux.
Me and a couple of friends just released our first game on google play last week [1]. It's stupid and only our friends and family played it. We didn't monetize it (it's 100% free, no adds) and we didn't promote it anywhere. It was made in two weeks, spending a few hours each day. I'm not very proud of it, but I'm extremely proud of myself for pushing through and finishing it.
Hopefully, our next game will be something people will actually like.
1. https://play.google.com/store/apps/details?id=com.manabreak
by lifebeyondfife on 11/10/16, 10:47 AM
I recognise so many of the bullet points the author recommends avoiding, and why they're so tempting, but ultimately it's all great advice. The last ones like this I remember considering were Steam integration, and database encryption to make cheating harder _shakes head_.
I'm determined to finish within 5 years, and never start another Duke Nukem again.
by AdeptusAquinas on 11/10/16, 7:53 AM
Question: do they still insist on UML at university? I remember they did for me, and with ten years in IT I have never since seen a single UML document by anyone, much less created one.
Not sure what he meant by the XML bullet point, or the .NET under level editors. Using XML or JSON for a config file is trivial in most modern frameworks, like .NET (e.g. Unity).
by madflame991 on 11/10/16, 7:51 AM
by ensiferum on 11/10/16, 11:49 AM
Btw, Handmade Hero is really a prime example of this stupidity.
Personal addendum: https://github.com/ensisoft/pinyin-invaders
by lmm on 11/10/16, 9:16 AM
by billyjobob on 11/10/16, 11:22 AM
1. Have fun coding
2. Learn new technologies
Actually shipping is way down the list, almost a side effect. If I wanted pressure and deadlines I would just get a job at a game dev studio.
by ianopolous on 11/10/16, 10:07 AM
by Green-Man on 11/10/16, 12:11 PM
by bobsgame on 11/10/16, 1:39 PM
Game development has changed a lot and now it seems that it is more about content curation and design, selecting the right plugins and models from the Asset Store and putting them together in a creative way.
The business model has changed as well, it's not so much about making a masterpiece with perfect gameplay anymore, but more about hitting the right niche at the right time with something novel. There are hundreds of games released every day on mobile, thousands of games on Steam Greenlight, and tens of thousands of free games on itch.io. Games have become YouTube, and the makeup tips and unboxing channels are bound to win out over Sundance documentaries, so finding the right niche is probably a good bet.
by std_throwaway on 11/10/16, 4:49 PM
Have they stopped to "just work" in creating an overview of all global variables, functions, classes and their inheritance?
I found it very convenient to just drop a few documentation strings at the function/class definition for looking it up later in the autogenerated documentation. Of course you can overcomplicate these things and waste time. But in my opinion autogenerated documentation is better than no documentation at all.
by reedlaw on 11/10/16, 12:56 PM
by disease on 11/10/16, 3:35 PM
by nihonium on 11/11/16, 11:21 AM
by ChinchySanchez on 11/10/16, 3:20 PM