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Making your game general

Name: Anonymous 2018-08-08 9:11

ITT we discuss how to collaboratively design our games.

Name: Anonymous 2018-09-10 5:54

>>238
It doesnt. It just gives a reward in-game. The "Starcraft" skill only gives you a reward in form of higher rating, but nothing in-game or offline.
Thats the point. Unless there is some reward 95%+ of lower rated player get shit ratings and nothing to compensate their Starcraft time investment.
A rpg has multiple reward mechanisms(exp,loot,skill upgrades) that make it accessible for the 100% of audience. Skill games don't.

Name: Anonymous 2018-09-10 6:21

>>240
your're are an anus

Name: Anonymous 2018-09-10 11:36

>>240
Its a cheaper entertainment that anything else. Even if you spend 100$ per month on microtransactions.
While its harmful to sit in one place for 2-3 hours, no one keeping you there.
You can play 1 hour, do something else 1 hour(that isn't computer-related, like arguing on videogame subreddits), etc.

Name: Anonymous 2018-09-10 12:05

degenerate my dubs

Name: Anonymous 2018-09-17 11:30

>>243
Logic doesn't work on "people" who unironically say "degenerate".
If it's not "traditional", it's wrong and offends invisible sky wizard.

Name: Anonymous 2018-09-17 12:25

Name: Anonymous 2018-09-17 19:34

>>246
That guy could easily pass casting for some movie about vikings.

Name: Anonymous 2018-09-19 1:18

>>246
202K subscribers
If I were a government, this would be the first place I look to add people to a watchlist.

Name: Anonymous 2018-09-19 5:58

Making a MMO or anything that requires permanent 24/7 multiplayer operation is unrealistic and waste of money.
Smaller-scale multiplayer with 4-16 players/game can be hosted by one of the players and scales without limits - you only need to provide some sort of lobby for players to meet.
Instanced RPGs also have the full single-player experience vs server full of people having to share the entire world. MMO without "Massive" amount of players also fosters a more tight-knit community.

Name: Anonymous 2018-09-19 11:58

It is much better to make a shitty game than to care about tiny details early on.
The time you spend not making a game, refactoring the shitcode into FUNCTIONAL PROGRAMMING with xenomorphic socialism patterns, discussing best ways to not end up with a turd, is the time you don't spend making a game.

Meanwhile some brainlet with no idea of what makes a game good, makes a bad game, then rides on backpats from plebs who don't know what makes a game good, until someone competent comes along and fixes his mess.
Then the brainlet has both free time AND a game to call his own.

It happens way more often than it should.

Name: Anonymous 2018-09-19 12:18

>>250
Tiny details aren't discussed here, its more a global overarching ideas, strategies and enterprise-level solutions that helps bridge legacy products and existing customer needs, concurrently exploiting the value add of cutting edge glue frameworks and agile software stacks to drive innovation forward.

Name: Anonymous 2018-09-25 8:37

what programming language should people use to make video games?

Name: Anonymous 2018-09-25 8:53

>>252
Technically, its possible with every language. But if you want to use AAA engines, top performance and latest libraries, you'll have to use C++.

C++ has many flaws, but its easily optimized to run on potato integrated graphics/old CPUs.

D can use most of C++ middleware with bindings, a solid option for big projects.(you can turn off GC in critical spots and performance with LDC is decent, on part with C compiler optimizations)

Plain C: if you're not afraid of building your own wheels and familiar with C debugging, its the right option:
tiny binaries, lots of interesting technical aspects you can optimize in lowest-level algorithms.

Rust, also a great choice if you have time to dedicate, much more secure by default.

Ada , solid no-GC language, about as hard as Rust, but less flexible. Some people write rock-solid game servers, its underrated for debugging/maintenance and generally easy to understand(reading Ada is much easier than Rust). Only disadvantage is lack of libraries, you'll have to write bindings on your own.

Lisp/Scheme, if you plan ahead and manually manage your memory is also valid option, prototyping will be much faster with REPL. Performance isn't going to be good, but smaller games will work. Bindings will need to be written to your favorite libraries.

Basic, dedicated basic variants for gamedev are popular choice for newbies. It allows prototyping stuff very fast, especially when the Basic is paired with a decent game engine(e.g. PureBasic). Speed is decent, below C++ though.

Pascal(freePascal), similar to Ada, but much more flexible language. Low memory use and mostly safe, solid code. Lacks recent library bindings. Has great GUI library(Lazarus).

Name: Anonymous 2018-09-26 21:52

>>252
I'm no expert but I'm pretty sure C++ is the only sensible choice.
Apis, Processors, Graphic Cards, Documentation, Tutorials, Libraries, Tooling are made for C++.
At least for Windows,Switch,PS4,XBOX.
I don't know what Apple is doing, something like using Swift with a dialect of C++ for the fast parts?
Maybe someone can explain.

Name: Anonymous 2018-09-27 6:15

>>252
don't listen to those anuses: >>253-254
if your're are not doing AAA tier shit, sepples will do more harm than good. you probably don't want to do that, or you can't do that because you've never made games before and also don't have AAA resources.

find your're are self a decent engine, find out what language is used to script it and use that. if you want, you can learn sepples later, but it won't be as universal as the game design and architecture knowledge you learn by making smaller games without focusing on low-level details

Name: Anonymous 2018-09-27 6:58

>>252
Idris, and I am not joking.

Name: Anonymous 2018-09-27 7:06

>>256
If you want more performance, try ATS.
It run at C++ speed.

Name: Anonymous 2018-09-27 8:08

>>256,257
if you really want fast, functional and type-safe language for making vidya then why not use an actual practical language instead of research wankery that has never been used in serious projects, video game or otherwise? I mean OCaml and its derivatives like F# or Haxe, the latter of which actually powered some indie flash games.

Name: Anonymous 2018-09-27 8:14

>>258
not just flash games. Papers Please was written in Haxe. this is the funlang of choice for indie vidya

Name: Anonymous 2018-09-27 13:39

>>259
That's a very simple video game.

Name: Anonymous 2018-09-27 13:47

>>260
it is. it's also very well-designed, blends narrative and mechanics pretty nicely and has a good aesthetics. this is what you should aim for when making an indie game by your're are self. you won't make a AAA blockbuster alone in your're are basement, but you might do something like this if your're are good

Name: Anonymous 2018-09-27 17:31

>>194
Have you ever went to the market and said "yes, I would like 50 grams of happiness, thank you"? I think not!

Name: Anonymous 2018-09-27 19:47

>>262
it's called MDMA microdosing

Name: Anonymous 2018-09-27 21:24

>>263
That's cheating, I think, but can't precisely point out why.

Name: Anonymous 2018-09-27 21:42

>>264
it's like hacking but with chemicals instead of code

Name: Anonymous 2018-09-27 22:05

>>263
MDMA is just borrowing happiness that your future self won’t have when you come down.

Name: Anonymous 2018-09-27 22:25

>>266
same with credit cards, but americans are in tons of debt

Name: Anonymous 2018-09-30 19:14

>>261
same shit people who play/make Visual Novels say

Name: Anonymous 2018-09-30 19:21

>>268
To be a VN dev doesn't even really require much programming ability. There are VN game engines out there with scripting engines that look like pseudocode. Hell, even I could write a VN engine from scratch, and I'm not even a great programmer.

Name: Anonymous 2018-10-01 5:39

>>153
Read this article to understand why.
https://news.ycombinator.com/item?id=18092108

Name: Anonymous 2018-10-01 6:36

>>270
This game does not look fun.

Name: Anonymous 2018-10-01 7:02

>>270
hurf durf why does my indie rogue-lite metroidvania #45642562356213 sell badly? maybe because rogue-lite + metroidvania isn't a good natural fit, the market for both genres is oversaturated and the game doesn't look especially interesting from either gameplay or artistic point of view?

my games probably won't sell well either, but for other reasons: their're are too niche. but I'm not expecting to make money with them, I just have the need to do something creative

Name: Anonymous 2018-10-01 7:37

The point spending years polishing and optimizing your game doesn't pay off and costs health and money.

Name: Anonymous 2018-10-01 7:42

Thinking about gamedev from the bottom-up: "I will write something new just because it feels right"
Thinking about gamedev from the top-down:"What are my goals and what is the market for these concepts?"

Name: Anonymous 2018-10-01 7:55

>>273
spend years and optimize game because you like it, without expecting to sell well. if it's not a full time job then treat it as a hobby. better yet - spend years and make game as good as possible instead of ZOMG OPTIMIZED SHOW ME YOUR'RE ARE CFLAGS.

Name: Anonymous 2018-10-01 7:56

The game failed because it is an uninspired ball of mud.
The game is an uninspired ball of mud because the author is a soulless boomer.
A prebuilt engine does not help with any of that.

The product may be bad, but the author learned valuable skills like programming in c++, mathematics and working on a large software project.

Name: Anonymous 2018-10-01 9:02

dubs always sell

Name: Anonymous 2018-10-01 9:23

gamedev = intellectual peak of software development

Name: Anonymous 2018-10-01 9:24

>>278
who are you quoting?

Name: Anonymous 2018-10-01 10:03

>>279
The internal dialogue of this thread's collective conciousness, presumably.

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