this post was submitted on 27 Oct 2023
96 points (95.3% liked)
Programming
17416 readers
68 users here now
Welcome to the main community in programming.dev! Feel free to post anything relating to programming here!
Cross posting is strongly encouraged in the instance. If you feel your post or another person's post makes sense in another community cross post into it.
Hope you enjoy the instance!
Rules
Rules
- Follow the programming.dev instance rules
- Keep content related to programming in some way
- If you're posting long videos try to add in some form of tldr for those who don't want to watch videos
Wormhole
Follow the wormhole through a path of communities [email protected]
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Userscripts are tiny and make the web better for you and others. Downside: Javascript. It's not awful, but hoo boy, it is not great.
Itch.io game jams are nice little doses of panic for creative output. I tend to go for low-end systems because on some level I'm still offended there weren't more pseudo-3D games on 8- and 16-bit hardware. Downside: if you're not using bare-metal C, it's because you're using assembly.
I recommend the Game Boy family. GB/C has a lovely compiler in GBDK and the hardware is hilariously forgiving. GBA supports C++, somehow, and is basically a modern ARM device with the worst specs imaginable. But it'll do any 2D bullshit you can imagine, no sweat, and there's bitmap modes if you insist on 3D the hard way.
DOS is also weirdly flexible, and Open Watcom will cross-compile from everywhere. Try to make anything good-looking on MDA / Hercules cards and a 4.77 MHz 8088. Do some voxel heightmaps on 386 and CGA. Thumb your nose at Windows 95 and do fancy lighting in software VGA. Some maniac out there is gonna run it on real hardware.
I have three broadly-applicable and closely-related mantras from game jams:
Always be shipping. Achieve minimum viable product as soon as possible, so all future work is tweaking. Tweaking is easy. Tweaking can go until the last minute, and is easy to shrug off if it doesn't work. Implementing a pause function will humble you if you put it off.
Different ideas go in the next project. You want this overhead title to be third-person? Well, cut that shit out, and make a note for next time. Don't Daikatana yourself.
Failure is an option. It is perfectly okay to pull the chute and admit things won't come together in the next, oh, twelve hours. It's just a game. You're just doing it for yourself. And if you give a shit beyond whatever contest you wanted to submit for, you can just keep working on it, later.
None of this is stress-free. But it's the kind you control, with more reward than punishment. And it's not a high-stakes zero-sum game about who can take the most adderall.