this post was submitted on 24 May 2025
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[–] finitebanjo@lemmy.world 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@lemmy.ca 131 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.

[–] Ugurcan@lemmy.world 43 points 1 week ago (1 children)

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

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[–] mriswith@lemmy.world 83 points 1 week ago* (last edited 1 week ago) (16 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.

[–] Ghoelian@lemmy.dbzer0.com 75 points 1 week ago (4 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.

[–] Lightor@lemmy.world 8 points 6 days ago

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

[–] mriswith@lemmy.world 17 points 1 week ago (4 children)

Absolutely, it's impossible to know how much. But it's a lot easier to grasp that it's rarely just "changing a few lines" when it comes to these types of situations.

Specially since many programmers have encountered clients, managers, etc. who think it's that simple as well.

[–] shoo@lemmy.world 12 points 1 week ago* (last edited 1 week ago) (6 children)

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.

[–] digitalnuisance@infosec.pub 2 points 6 days ago

I agree with you, but I'd also like to add the caveat that even with commonly-used engines shit can still be incredibly complex.

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[–] slaneesh_is_right@lemmy.org 50 points 1 week ago (1 children)

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

[–] SkyezOpen@lemmy.world 36 points 1 week ago (2 children)

Every 60 seconds in Africa, a minute passes.

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[–] Owlboi@lemm.ee 46 points 1 week ago* (last edited 1 week 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)

[–] pixeltree@lemmy.blahaj.zone 13 points 1 week ago (2 children)

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

[–] digitalnuisance@infosec.pub 5 points 6 days ago (1 children)

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.

[–] pixeltree@lemmy.blahaj.zone 2 points 6 days ago* (last edited 6 days ago)

There is NO reason for hunts UX to as fucking terrible as it is. They literally took it from bad to straight up awful. Believe me, I know how hard to design and implement a good UI can be, I'm a software engineer. I'm not just handwaving "make it better, duh". It's flawed from the user requirements up. It's like they never used their own ui before. It's stunning how thoroughly they don't comprehend how people have a terrible time navigating the game menus.

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[–] Croquette@sh.itjust.works 42 points 1 week ago (1 children)

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

[–] funkless_eck@sh.itjust.works 19 points 1 week ago* (last edited 1 week 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.

[–] vane@lemmy.world 39 points 1 week ago (1 children)

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

[–] rothaine@lemm.ee 13 points 1 week ago (1 children)

Copilot, add destructible terrain to my game please

[–] Burninator05@lemmy.world 6 points 6 days ago (2 children)

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

[–] capt_wolf@lemmy.world 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

[–] digitalnuisance@infosec.pub 3 points 6 days ago

You say that, but...

[–] yoriaiko@lemmy.blahaj.zone 38 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.

[–] JeeBaiChow@lemmy.world 25 points 1 week ago (2 children)

Maybe the suits can fix that in a week by using AI.

/s btw

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[–] QuadratureSurfer@lemmy.world 25 points 1 week ago (5 children)
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[–] ICastFist@programming.dev 21 points 1 week 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.

[–] FinishingDutch@lemmy.world 16 points 1 week ago* (last edited 1 week ago) (9 children)

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…

[–] Goronmon@lemmy.world 35 points 1 week ago (7 children)

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.

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[–] ramirezmike@programming.dev 13 points 1 week ago

supposed to be basic launch features

isn't this very subjective and dependent on the game and scale of success?

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[–] dumblederp@aussie.zone 15 points 1 week ago* (last edited 1 week ago) (11 children)

My Helldivers gripe is that the war bonds cost too much for the casual player. 1000 super credits takes a while to gather, and even grind. Paying actual money for them is about $25aud per war bond. I think there's eight war bonds now? That's a full day's income, and you still need to collect medals to unlock the contents of the warbond.

Edit: You all don't need to explain this to me, I'm aware of the options for getting super credits. None of that changes how I feel about the game and that I'm losing interest because of it.

[–] Atomic@sh.itjust.works 1 points 6 days ago

It's 15 AUD, not 25.

As for myself. I play maybe on average 2-3 missions per day.

So 70 ish missions per month. Collect an average of 10sc per mission. That's 700sc + the 300 you get from the previous warbond.

That sounds very reasonable to me for an average playtime of 1h per day.

[–] lepinkainen@lemmy.world 19 points 1 week ago (2 children)

But you don’t “need” to unlock them all on the day of release, there is no FOMO component, they don’t disappear after a month.

And if you play enough to unlock them faster than they can get them out, you definitely have the time to grind the 1000SC to unlock them.

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