Gamedev is Easy
Gamedev is Easy
Transcript
var game = new Game()
.EnableMultiplayer()
.EnableSpatialAudio()
.SetPerformance(Game.Performance.HIGH)
.ForEachBug(Bug::AutoFix)
.GetWishlists(7000);
game.Release();
c'mon man, you forgot to call .EnableUltraWideSupport()
86 0 ReplyNaah, gamedevs hate us more than they love money :(
32 0 ReplyThe tech just isn't there yet to support an extra line 😔
9 0 ReplyI'm pretty sure the Aspect Ratio of the Year is
4:3
4 0 ReplyWhere's the .EnableUltraUltraWideSupport(). Gotta have my 48:9 aspect ratio
1 0 ReplyWhere's the .EnableUltraUltraWideSupport(). Gotta have my 48:9 aspect ratio
1 0 Reply
Whoa, you can't trust people with that code. You gotta put in a few rootkits and drm to stop filthy pirates and cheats.
76 0 ReplyAnother dev who forgot to .AddGameplay()
69 0 ReplyI assume that's part of the constructor?
8 0 ReplyShould really start practicing dependency injection, so you can create any kind of gameplay you want easily!
7 0 Reply
Weirdly they often forget to use .EnableCrossplay() and then complain about it being "hard to implement".
54 0 Replyand then complain about it being "hard to implement".
Ok but seriously, if a completely new dev team picking up a game 20 years after it was originally written for one platform can port it to a new platform with an entire new custom user experience and support optional cross-play, I have no sympathy for developers of modern games designed from the start to run on multiple platforms not supporting cross-play in their game.
18 0 ReplyYou have to take into account that a big company game is going to by much harder to implement than just a small hobby team game simply because of all the people involved.
What can 5 people do in a year may take more for 500 people, just because of the management overhead. And if that management sucks, it will end up doing way more things it was required to do, yet the original request will not be done well.
10 0 Reply
well if a game heavily relie s on steam networking stack crossplay may be close to impressiblr to implement without ripping the whole stack out
6 0 ReplyJust port Steam to the Nintendo PlayStation.
5 0 Reply
I smell a NotImplementedException somewhere.
35 0 Replycatch (Exception e) { Exception.autofix(e); }
Done!
56 0 ReplyPerfect! Don’t forget to assert the same exception in all the tests.
1 0 Reply
It’s everywhere.
4 0 ReplyI don’t know, at least ‘SetPerformance()’ could throw an argument out of bounds exception.
2 0 Reply
Yep, easy as that, just that each method takes months.
22 0 Replyor years in some cases
12 0 ReplyHow are you implementing bug catching and autofixing in a couple of months
1 0 ReplyYeah, that part is a bit iffy, but managers and product owners will believe it.
2 0 Reply
No no release should be executed first
21 0 ReplyReminds me of Coffee Stain Studio's trailer for the release of Goat MMO Simulator:
11 0 Replyif only those dumb game devs knew
ill send them this code just to be sure
10 0 Reply@platform('engagement') game.Release().then(ninjaNFTandMTXDLC);
are you feeling it Mr. Crabs?
9 0 ReplyEnableSpatialAudio()
I thought most games nowadays don't do any of that, because you can save that CPU time for a little big more frames.
7 0 ReplySave that CPU time for Denuvo
2 0 Reply
I love me some builder design patterns!
5 0 ReplyPsht No wonder AI is taking all of our jobs
3 0 ReplyLow effort meme
3 0 ReplyLower effort reply
5 0 Reply
This code is going to make me have a stroke. What language is this? Why does the game object have an internal bug tracker implementation? Does the game force itself into wishlists? If yes, why stop at 7000?
I know I shouldn’t get so mad at a random internet joke but this one makes me twitchy.
2 0 Reply