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Search - "to-do-ro"
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"Graphics don't matter."
I ranted a while back about gamedev being hard to get into for me, and, today, user @DOSnotCompute posted a similar experience.
I had a couple more thoughts, so thought should post them here (FUCK! It ended up being too fucking long! sorry!)
So I was watching the making of mortal kombat 3 on yt, which was pretty amazing btw because I got to see the actors of the sprites in game which were engraved in my and thousands of others kids minds.
Anyhow, the creators of the series, John Tobias and Ed Boon, were interviewed and what not. And it hit me that while both were the designers, John was the main artist and Ed was the programmer (at least for MK1). Another game that comes to mind Super Meat Boy, and I bet hundreds of others did the same.
And it got me thinking, maybe that's my problem, I just need an artist.
And I think the reason why I never thought of that is because of this idea that graphics don't matter.
"you don't need an artist. You don't need graphics. The most important thing is the gameplay."
What a load of shit.
A lot of people believe that because they got tired of polished AAA games with automatic and predictible gameplay.
People started parrotting this knee jerk of a conclusion since then.
It's dumb. Imagine if Infiminer, one of the games Minecraft was based on, which btw looks terrible, had all the same features Minecraft had.
I would still not touch that shit with a pole.
Graphics ARE important. Games are on the VISUAL medium.
That doesn't mean you're sucking Sony's dick on every AAA release or that every game should be made with UnreUnityCocksReloadedEngine.
Some level of visual craft is required for a game ro be considered such.
(btw, I think most of you guys here get this, not trying to pander, just that I want to make it clear that I'm not accusing this community of being guilty of this)
If a game looks bad (given, bad can be subjective), if it gives the impression that it wasn't seriously made, then you kinda lower your expectations.
People get hyped on games that look good, because it means that the game could be good. Games that look unoriginal or terrible won't get played, wether they're good or not. And I think it's a reasonable reaction.
How many times did I hear things like "Look at x video game from the 90s, the graphics are terrible but it's fun as hell".
That is an absurd statement. The level of production some NES games went through is insane. We're talking millions of dollars for games that today might look primitive.
The graphics weren't shit back then, and even today you could say that they are simpler but also of excellent craftsmanship.
I'm not into creating art, I hate it in fact because you can't quantify the success of produced art.
So, duh, find an artist. Ok, how? This is the part where I have no fucking idea how.
You start spamming shit like "I need an artist" online? I dunno, something for another post I guess.
I guess the most healthy thing I could do is making demos that might look like shit just to get experience so that when I get to find an artist, I have practice already.7 -
I recently found an old friend to help my debugging — I don't have a duck, but for some reason people see them as unserious and think the ones I've got are either cute, quirky, or a natural part of the nerd habitat :P4
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Just wanted to free up some space and separate all of my projects.
First idea ... failed!
mksquashfs /home/tracktraps/Development/myproject1 ~/Squash/myproject1.sfs -info -progress -b 1048576 -comp xz -Xdict-size 100%
mkdir /mnt/myproject1
mount ~/Squash/myproject1.sfs /mnt/myproject1
unionfs -o allow_other,nonempty ~/.unionfs/changes/myproject1=rw:/mnt/myproject1/=ro ~/Development/Project1
Too much cpu overhead, too many folders, can't delete files, all get mixed up ...
Second idea ... failed!
dd if=/dev/zero of=~/Imgs/myproject1.btfs bs=1M count=10240
mkfs.btrfs ~/Imgs/myproject1.btfs
mount -o defaults,noatime,autodefrag,compress,compress-force,inode_cache ~/Imgs/myproject1.btfs ~/Development/Project1
Well ... little overhead, gzip compression, saved a lot of space, but fixed img size.
Third idea ... yay!
truncate -s 200G ~/Imgs/myproject1.btfs
mkfs.btrfs ~/Imgs/myproject1.btfs
mount -o defaults,noatime,autodefrag,compress,compress-force,inode_cache ~/Imgs/myproject1.btfs ~/Development/Project1
Well ... little overhead, gzip compression, saved a lot of space ... but wait ... why do my btfs files consume more and more space?
Hmm ... time for a little bash and my beloved systemd timers.
for f in `find . -type f -name "*.btfs"`
do
project=${$f%.*}
btrfs balance start -v -dusage=100 ~/Development/$project
btrfs balance start -v -musage=100 ~/Development/$project
fstrim ~/Development/$project
fallocate -d -v $f
done1 -
So I was given a project. It was all Android. I never worked on Android. So it's been almost 4 weeks and 2 weeks I took to understand Android concepts, debug to see the relevant classes for the requirement. Then I wanted to create a prototype as I still couldn't understand how will everything work. With little support I could get things done but still some things are missing and I am stressed about this project.
I have been working alone on it with little support from people around me.
Tomorrow if I am still not capable of making a design they might take decision ro switch my project or maybe something else.
It's a big MNC I'm working with, really think that this is not a good impression and they might think of firing me.
Although firing will give me severance but still.
What do you think? did I take a lot of time to build my solution when I didn't know anything about Android and struggled to find the people who knew the codebase? Or am I just a slow and bad developer?3