But other media said that coding is as simple as asking couple of question on chat.
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Copilot, add destructible terrain to my game please
I dont think anyone will claim that destructible terrain is an easy addition.
Sure it is, you just implement depth map deformation into the static terrain, totally doable! Then you just tie in a strain system to all the game's models so they fall when they don't have enough support, then add destruction animations for every static model and falling animations for every character. Totally easy, they had that back when the original Red Faction came out for PS2, the devs are just lazy! /s
I wish my clients would understand that, and my code is a lot simpler than a video game.
I built an API connector for work (I'm a hobbyist, not a pro) to download what is the most common cargo transported by trucking companies from the DoT database. Everyone complained because they had to enter the company names correctly into a CSV as it wouldn't accept typos or do fuzzy matching, nor could it automatically determine which was the head office of a company, only return a list of all of the offices.
if it takes you 6 months to add a new fundamental game mechanic then thats understandable
if it takes you 6 months to remove an unnecessary popup then youre incompetent. (looking at you, Hunt Showdown)
Lol hunt takes six months dev time to make the ui twice as worse
closer to 2 years. its crazy how incompetent crytek is.
Half a year's work takes 6 months? I had no idea
Every 60 seconds in Africa, a minute passes.
This still cracks me up even though I heard it so many years ago
For Palworld, a new island takes 6 months, per the article. Probably talking about Sakurajima and the big southern one. That makes sense, since it's not just putting stuff there and calling it a day on the first finished thing, some level design has to happen so the place makes sense and doesn't feel super boring to explore.
That's nothing new.
Gamers who don't know any programming, or maybe made a little utility for themselves. Looovee to bring out the old "just change one line of code", "just add this model", etc. to alter something in a game.
They literally do not understand how complex systems become, specially in online multiplayer games. Riot had issues with their spaghetti code, and people were crawling over eachother to explain how "easy" it would be to just change an ability. Without realizing that it could impact and potentially break half a dozen other abilities.
Even if you're an actual software dev, it's still pretty much impossible to guess how much work something is without knowing the codebase intimately.
I'm a software dev and it should only take 7.
When a dev with game dev experience says something should be easy to fix, it's under the assumption of a reasonable code base. Most games are built off of common engines and you can sometimes infer how things are likely organized if you track how bugs are introduced, how objects interact, how things are loaded, etc...
When something is a 1 day bugfix under ideal conditions, saying it will take 6+ months is admitting one of:
- The codebase is fucked
- All resources are going to new features
- Something external is slowing it down (palworld lawsuit, company sale, C-suite politics, etc...)
- Your current dev team is sub par
Not that any of those is completely undefendable or pure malpractice, but saying it "can't" be done or blaming complexity is often a cop out.
The correlation between code quality and game quality is almost negative. When you're doing groundbreaking stuff or going for your own artistic vision it's tough to code well, even more so when you hit a jackpot and have to expand quickly (e.g. League spaghetti, Palworld)
In the real world there is no entirely reasonable code base. There's always going to be some aspects of it that are kind of shit, because you intended to do X but then had to change to doing Y, and you have not had time or sufficient reason to properly rewrite everything to reflect that.
We tend to underestimate how long things will take, precisely because when we imagine someone doing them we think of the ideal case, where everything is reasonable and goes well. Which is pretty much guaranteed to not be the case whenever you do anything complex.
I agree, real code always has tradeoffs. But there's a difference between a conceptually simple change taking 3 weeks longer than planned and 6 months. The reality is game code is almost always junk and devs have no incentive to do better.
Getting a feature functional and out for launch day is the priority because you don't have any cash flow until then. This has been exacerbated with digital distribution encouraging a ship-now-fix-later mentality.
This means game devs don't generally have experience with large scale, living codebases. Code quality and stability doesn't bring in any money, customer retention is irrelevant unless you're making an mmo.
Can’t be done is usually shorthand for the cost massively outweighs the benefits. No different from remodeling a building. Like coding, literally anything is theoretically possible but sometimes you’d have to redo so much existing work it’s never going to be worth it.
Diablo4 has memory leak issues. As a software engineer myself, I just don't see any excuse for a game this long in production to have memory leak problems.
There is no doubt that a lot of games are getting rushed without being properly tested.
Tbf memory leaks can be very hard to diagnose and can also be hard to avoid in any software written in a language like C++, which is probably what Diablo 4 is written in.
In large scale online games you have issues ranging from obscure things causing memory leaks based on drivers, hardware combinations, etc. and all the way to basic things getting overlooked. One of my favorite examples being GTA5 online.
They forgot to update a function from early testing, and it was in the game for about a decade before someone else debugged the launch process. And then realized that it was going through the entire comparison file for each item it checked on the local list. So "changing a few lines" ended up reducing initial load times by up to 70% depending on the cpu and storage media.
EDIT: I've been drinking and probably misreemebred parts, so here is the post about how he found the issue
If gamers are bitching about a game not adding a whole new island, you should ignore them because they're clearly idiots.
If gamers are bitching about your menu system being navigable by someone with less than a PhD (cough, Risk of Rain 2 on console, cough), and you're estimating that will take 6 months to fix, then that's because you (as a company) coded your software badly.
Describing design problems and attributing them to "bad code" is part of the problem tbh. The issue in your example started long before any code was written.
menu system
I think you are vastly underestimating how complicated menu systems and UI in games are. I have a friend who works as a professional game developer in a small studio and far as I heard, he's spent most of his time just working on their UI/menus.
Changing these things is neither easy nor fast.
The ROR2 new game menu has only a few elements:
- Character select
- loadout select
- difficulty select
- artifact select
- DLC select
That's it.
I know it isn't completely trivial, but as someone with many years of experience making (small) indie games, I know for a fact that a menu like that is onshould only be changing a few global variables. It's a frontend with very little backend to consider.
Something like that is not a year's work. I could agree with a month, and even at that, most of it will be testing, not design.
And tbh - the main problem with it isn't even its design (the design is fine) just its controls. You inexplicably have to use the D-pad for character select, but the analogy stick for everything else, apart from switching to difficult select with R2. Why not navigate the whole menu with either D-pad or left stick? That should only take a week to fix at the absolute maximum, unless they've managed to tie the code in a spaghettified knot that's unnecessarily coupled with actual game mechanics.
Correct. Once again, Gamers take developers for granted because something LOOKS like it's simple, but it rarely ever is. It's hella frustrating to deal with this every day as a dev, but I guess that's what you sign up for in this line of work.
6 months doesn't sound unrealistic for re-doing a menu system. Designing, reworking art, re-programming workflows and then testing everything can take several months. Even just the logistics of releasing it after it's done, that alone can take a month.
Yes, it is possible to setup everything in a very generic way that is data-driven, but that also is a lot of work that has to be prioritized with the scope of the project and the team members available.
Mostly agree, 98% of requests are unrealistic. Most of these requests are not even simple.
But many times, things ARE fucked. And when that happen - dear gamers, don't curse devs, as a team. There was shitty ceo, who couldnt make a straight decision or changed them 200 times a day, because felt some popular new feature totally must be in the game, that ruined whole concept. Many times, the concept were shitty from the start, then blame director of that. Even more often, publishers pushes their financial decision over dev team (hello Helldivers2 vs Sony). Yet another time, some lawsuit shitstorm happens, that makes devs scrap something (hello Palworlds vs big_n). And many times, its all together.
It would also be great if devs added things during development that should simply be there at launch. Instead of that, shit gets rushed out the door with promises of future fixes and updates. And then devs get all huffy when people rightfully ask for things to be added that are supposed to be basic launch features…
What I don't understand is why do developers make bad games? They should just make good games instead.
Gamers want good games, not bad games.
supposed to be basic launch features
isn't this very subjective and dependent on the game and scale of success?