love working on something with other people and 2 out of 4 of us are dead weight
like they have the easiest job of literally writing/ideas guy(i think) and they dont even do that
and then im spending my time picking up after them like suddenly im the whole dev team now
solodev is the only way indie projects get done dont fall for team nonsense...
@jyushimatsu learned that when I was in a bad spot in life and I wanted to make a game and the other guy who was gonna help was in college eternally and the other was just a lazy NEET and then both had falling outs with me after a year or two (dodged a bullet).

I'm sure it attracts a lot of people who want to say they worked on an indie game and do nothing, ever seen the credits for AAA games where the legal department and HR team are on it?
@PurpCat
you're much smarter lol i still want to try to finish at least one game as a part of a group 🤡 even a neet could still finish something if they weren't lazy though...

and yeah i figure most people who want to work in indie dev just do it for clout. im not even sure what clout they're expecting? even normal people don't respect HR for example lmao
its like they have this fantasy in their head of what gamedev should be (erping on discord and telling everyone you make $6900 making roblox games i guess) and drag everyone down with them
@jyushimatsu here in my case it's less laziness and more IRL stress of a really, really, shit job. I already have plans where if something happens to my job I'm going to just finally start learning C# and art and whatnot in between jobs.

>im not even sure what clout they're expecting?

I'd argue what happened with Notch during his e-celeb phase where he made one hit and faded out and some other other has-beens of the past is what they want, because if you have one project to your name people will take you seriously in online arguments and similar.

I agree on the fantasy part, IMO to nerds being a gamedev is like how everyone in high school wanted to be a sportsball athlete or WWE star or some shit and then when that falls through they ended up at the desk job or working behind the counter at a Bally Fitness location (real, saw it once).

Many burnouts I knew online were like this, they wanted to make a game but either didn't have a drive to do it, or got caught up in some autism like "I need to write an engine from scratch for something that could be done in Game Maker/Multimedia Fusion" and burning out as a result.

IMO, wanting to do gamedev isn't for everyone. It's like how being an online artist clearly isn't for everyone.
@PurpCat
i dont quite get even the e-celeb appeal of being a kuso indie dev but maybe thats because i personally think of like phil fish or whatever his name was first and go "why does anyone want to be like him?"

the ones that get caught in the game engine autism always get me
like they actually are talented and have motivation, you could probably have them working at a AAA game company but their brain worms are intense and you can't convince them to do something else
wasted potential

also i hope you do eventually get to learn c# and art but without losing your source of income 🙏

@jyushimatsu @PurpCat
>the ones that get caught in the game engine autism always get me
like they actually are talented and have motivation, you could probably have them working at a AAA game company but their brain worms are intense and you can't convince them to do something else
wasted potential

Not much anymore, sadly. The internally developed game engine is pretty much dead at this point. Even some subsidiaries at Nintendo are using Unity or Unreal for some games. I wish they would at least compromise and use frameworks like MonoGame or OGRE instead, but I guess it's better for them to use full-blown engines as it makes it easier to reuse assets between games.

@xianc78 @PurpCat ah yeah that's also true regarding game engines used in industry (i should remember because for some reason unreal games make my switch a toaster), point still stands they're fumbling about instead of trying to make a game
unless they wanted to make an engine for anyone else to use, but i don't see that quite often either it's usually just personal use and then they die
Follow

@jyushimatsu @PurpCat
>unless they wanted to make an engine for anyone else to use, but i don't see that quite often either it's usually just personal use and then they die

People who write their own engines do so either because they don't want their game to have that samey feel that most games using the same engine have, they want to target older/more obscure platforms, or don't like how bloated most modern engines are. As for allowing others to use their engines, there have been successful and popular engines that were originally used for indie games. Godot comes to mind.

· · Web · 2 · 0 · 1
@xianc78 @jyushimatsu if I ever write PC98 homebrew I'm going to make the source code open to kickstart more gamedevs IMO, just so they have some code to look at to understand the machine (given all the docs are in Japanese).

@PurpCat @jyushimatsu I honestly wouldn't recommend targeting obscure platforms unless you are really experienced at creating games. Community is a really important factor when choosing a language, framework, engine, platform, etc.

@xianc78 @jyushimatsu yeah it's not the first time for sure doing anything.
PC-98 dev at least is just MS-DOS dev on bath salts.
@ins0mniak @xianc78 @jyushimatsu it's like dos, but all the docs are in japan but also you have the aesthetic every shit indie dev wants to rip off
@ins0mniak @xianc78 @jyushimatsu also it looks different if you have a vintage CRT but none of the CRT filters work
@PurpCat @xianc78 @jyushimatsu Yeah been a minute since I had to do anything involving a CRT.

I do miss those tho, like such a nice warm glow. A yule log of sorts.

@PurpCat @jyushimatsu Just use N88-BASIC it's just essentially Microsoft BASIC, even down to having the same graphic APIs.

don't want their game to have that samey feel

Exactly. Engines come with their own limitations and baggage. Getting around those limitations is a similar level of effort as writing an engine. Games that stay within the limits all feel like the same shitty asset flip with shitty combat, clunky movement, and frustrating performance limitations.

@gentoobro @xianc78 @jyushimatsu something interesting is how the CoD devs kept having to rewrite parts of the engine as time went on.

BO2 had a DX10 renderer, AW had a DX11 renderer, MW2 introduced texture streaming and host migration, etc.

Yet it also had some of the same Quake 3 era quirks and exploits the whole time.

I suspect that core parts of the those engines were built in a way that's incompatible with how modern graphics cards work. They then are faced with a decision between the dreaded "refactor" and just building a new engine from scratch. Management, being retarded by definition, almost always chooses the former despite it being the wrong choice.

Fortunately, I started learning graphics development after AZDO techniques were invented for OpenGL. The transition to Vulkan was comparatively painless from a structural standpoint.

@gentoobro @xianc78 @jyushimatsu The CoD engine is like source in the sense it shares the same lineage (Quake Engine). The difference is that unlike Source, it's an internal engine and it went an entirely different route. By this I mean, it's only used for CoD with the sole exception of a James Bond game.

Hackers have proven that there's still a bit of the same quirks in the new engine.

The quirks are likely independent of the rendering system. Physics systems have advanced significantly since the early days, but swapping out the system is a low priority for the bean counters. Bug fixes, likewise, are a low priority compared to rushing out a new installment of brown-tinted generic shooter #7.

Sign in to participate in the conversation
Game Liberty Mastodon

Mainly gaming/nerd instance for people who value free speech. Everyone is welcome.