this post was submitted on 24 May 2025
496 points (97.5% liked)

Games

38884 readers
848 users here now

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.

Weekly Threads:

What Are You Playing?

The Weekly Discussion Topic

Rules:

  1. Submissions have to be related to games

  2. No bigotry or harassment, be civil

  3. No excessive self-promotion

  4. Stay on-topic; no memes, funny videos, giveaways, reposts, or low-effort posts

  5. Mark Spoilers and NSFW

  6. No linking to piracy

More information about the community rules can be found here and here.

founded 2 years ago
MODERATORS
top 50 comments
sorted by: hot top controversial new old
[–] [email protected] 4 points 6 days ago

I was once building a game where a dinky little neon space fighter zips around the field shooting down enemies that spawn in until the boss. Everything was going great, the engine was handling large number speeds, the parallax background I custom coded with an rng star map worked perfect, right up until I tried to implement enemy tracking of the player: that shit would not work no matter how hard I tried.

I was about to share the old demo for you dudes to try but looks like I've lost the .pck file associated with the Godot executable or the embedded pck is no longer recognized.

[–] masterspace 133 points 1 week ago* (last edited 1 week ago) (17 children)

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.

[–] [email protected] 2 points 6 days ago

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.

[–] [email protected] 44 points 1 week ago (1 children)

That’s right. Still, it could take more than 6 months to make it right.

load more comments (1 replies)
load more comments (15 replies)
[–] [email protected] 86 points 1 week ago* (last edited 1 week ago) (17 children)

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.

[–] [email protected] 77 points 1 week ago (14 children)

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.

[–] [email protected] 8 points 6 days ago

I'm a software dev and it should only take 7.

load more comments (13 replies)
load more comments (16 replies)
[–] [email protected] 51 points 1 week ago (1 children)

Half a year's work takes 6 months? I had no idea

[–] [email protected] 39 points 1 week ago (2 children)

Every 60 seconds in Africa, a minute passes.

load more comments (2 replies)
[–] [email protected] 47 points 1 week ago* (last edited 1 week ago) (4 children)

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)

load more comments (4 replies)
[–] [email protected] 45 points 1 week ago (1 children)

I wish my clients would understand that, and my code is a lot simpler than a video game.

load more comments (1 replies)
[–] [email protected] 40 points 1 week ago (1 children)

But other media said that coding is as simple as asking couple of question on chat.

[–] [email protected] 13 points 6 days ago (1 children)

Copilot, add destructible terrain to my game please

[–] [email protected] 6 points 6 days ago (2 children)

I dont think anyone will claim that destructible terrain is an easy addition.

[–] [email protected] 6 points 6 days ago* (last edited 6 days ago)

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

[–] [email protected] 3 points 6 days ago

You say that, but...

[–] [email protected] 39 points 1 week ago

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.

[–] [email protected] 26 points 1 week ago (5 children)
load more comments (5 replies)
load more comments
view more: next ›