your_name_please

joined 1 year ago

I think it'll be in development for quite some time, but Issue 2 is probably a good starting point.

The world is super fun, but a lack of specific dungeons does hurt a bit.

[–] your_name_please@lemmy.blahaj.zone 3 points 1 year ago (1 children)

Logic Projects on YouTube has a RPG they're working on that could be relevant to you.

I've tried something myself and ended up writing my own data structures to hold handles to the sprites and change them as necessary. But that's a lot of work still and not sure if it's the best long-term.

[–] your_name_please@lemmy.blahaj.zone 3 points 1 year ago (2 children)

I'm running the Electrum Archive right now, which I think is Odd-like? Still in early stages but it has very fun world building inspired by Dune and Morrowind.

/u/Mifuyne said it better than I can. "Big Ideas" almost never work for a first-time game. It's usually safe to assume, most big published games have taken teams of people multiple years to build. I have some experience, but big ideas are still always my downfall.

Your first game should be a learning experience, and you should aim to finish as fast as possible, while still doing good work. If you are set on a platformer, try an auto-runner like the other comment suggests, or look at arcade games. One level from Donkey Kong or Mario Bros (not Super Mario Bros) is about the limit of complexity I'd suggest for a new dev. Even NES games like Super Mario Bros are pretty complicated, and would take a new developer many months. And there's no shame in copying a classic game's mechanics for your first game.

[–] your_name_please@lemmy.blahaj.zone 3 points 1 year ago (4 children)

Overwhelmed in what way? Too much to learn, not enough coding knowledge, or something else?

And what types of games are you trying to make? Certain genres are harder or easier for beginners.

Depends how much coding you are comfortable with.

I made my first games in GameMaker: Studio, and it was very good for it, back then. Not sure if it's as good anymore with the 2.0 version, but it may be worth a shot. With it you can do as much or as little code as you want.

Godot and Unity never clicked with me, but both are good options. They have a steeper learning curve, though.

If you have some comfort with coding, TIC-80 and PICO-8 are great options, with a simple Lua API, big community, and built-in editing tools. Lets you have a lot of control over your game without needing to learn the strange things about major editors.

[–] your_name_please@lemmy.blahaj.zone 4 points 1 year ago* (last edited 1 year ago)

But it does matter, doesn't it? My understanding is that your account data lives somewhere on the server you join, so you need to have some level of trust in that server. When I joined Lemmy yesterday, I saw some of the more popular servers were overloaded, so I joined a small one that seemed reasonable. But I guess that instance was having some trouble, and I couldn't get content and search to load on the site. I swapped over to a more popular instance and seem to be running fine, so I guess it was instance-specific issues.

And also, I imagine an unreliable site could go down without warning, and take your account with it.

Or do I totally misunderstand how this fediverse thing works? Either case, it's probably a decent idea to host your own instance if you can, but that introduces a pretty high barrier to entry.

[–] your_name_please@lemmy.blahaj.zone 6 points 1 year ago (2 children)

I used VSCode for a few months and tried the CLion free trial after missing some of the features from IntelliJ I use at work. I think CLion edges out just a little, but not by much. Both have some rough patches.

Next time I pick up a Rust project I want to try neovim; I keep ending in tutorial hell for vim and never actually building anything with it. But before that, I think I want to ditch my Windows OS all together and pick some Linux distro, something I've been putting off a very long time.

[–] your_name_please@lemmy.blahaj.zone 3 points 1 year ago (1 children)

Yeah, that's what I need to do, but scope creep always happens. One issue is that I'm pretty hard on myself and have trouble staying motivated if it's a game I wouldn't even play myself. But that lends itself to games that need to be bigger and better than the games I most enjoy, which are many-year team projects. I can have fun in the early stages, creating mechanics and such, but at some point I start to understand the full scope I've dreamed up, and then everything seems impossible.

But that doesn't really demotivate me. I love developing things, and game dev is a chance to learn new stacks and build something I'm totally proud of, unlike my full time job these days... :/

[–] your_name_please@lemmy.blahaj.zone 4 points 1 year ago (3 children)

I'm terrible about staying on projects. My last game was a Pokemon-type game in Bevy, but I fell off after 1-2 months. I'm starting to get ideas again, but it's hard to avoid burning out when my full time job is programming as well.

[–] your_name_please@lemmy.blahaj.zone 9 points 1 year ago (1 children)

Old fashioned ads are much less lucrative than highly personalized ads. It's why so many sites require you to create an account to access their content. The end goal of the platform is to extract heaps of advertising data from you.

[–] your_name_please@lemmy.blahaj.zone 20 points 1 year ago (1 children)

That's my guess. I started on old Reddit 10+ years ago, but now use only the first party apps. They're clunky and sluggish, but good enough if you just want your doom scrolling fix.

I'm glad this drama alerted me to Lemmy, though. I probably would have joined one sooner had I known about them.

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