this post was submitted on 24 May 2025
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[–] [email protected] 1 points 6 minutes 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.

[–] [email protected] 33 points 17 hours ago (1 children)

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

[–] [email protected] 12 points 5 hours ago (1 children)

Copilot, add destructible terrain to my game please

[–] [email protected] 4 points 2 hours ago (2 children)

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

[–] [email protected] 2 points 59 minutes ago

You say that, but...

[–] [email protected] 2 points 2 hours ago* (last edited 2 hours 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] 40 points 1 day ago (1 children)

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

[–] [email protected] 18 points 19 hours ago* (last edited 19 hours ago)

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.

[–] [email protected] 38 points 1 day ago* (last edited 1 day ago) (1 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)

[–] [email protected] 12 points 21 hours ago (2 children)

Lol hunt takes six months dev time to make the ui twice as worse

[–] [email protected] 1 points 58 minutes ago

UI is incredibly complex under the hood. Cryengine is also difficult to work in. There are tons of reasons games with distinct outstanding features don't switch engines, though, and it's usually due to the specific features said engine provides, no matter how difficult it becomes to work with as a legacy system over the years.

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[–] [email protected] 46 points 1 day ago (1 children)

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

[–] [email protected] 36 points 1 day ago (2 children)

Every 60 seconds in Africa, a minute passes.

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[–] [email protected] 19 points 1 day 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.

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