I like when games are difficult. I don’t think every game needs to be so easy every gamer can beat it.
I like when games are difficult. I don’t think every game needs to be so easy every gamer can beat it.
Why? saving money for the company, as always
He made the games worse, but that doesn’t mean he made them less profitable. Those are sadly distinct goals. The CEO does not have an incentive to make good art.
bolognese a lazy recipe? takes me like 3 hours sheesh
It’s fine if you disagree with their design philosophy. They don’t want 8 extra plants made by an intern in their game though and that’s their prerogative.
I wish they would go back and do something with the mobs they did add that add nothing. We definitely do not need more of them.
Apart from a period where Mojang added useless creatures like the polar bear, it’s not comparable. The vast majority of things Mojang adds, they try to add a unique slant that makes the addition relevant in some way. Mo Creatures mobs are almost all useless apart from looking different. The sniffer has unique mechanics, adding 500 plants would not make it any more mechanically interesting. They’re not looking to drown the game in retextures.
As someone in the industry I feel the opposite. A lot of features that are almost finished but cut despite being integral to the experience come from higher up pressure. The expectation to always overwork leaves no room to commit a little bit extra when it’s necessary because you’re always drained to begin with. There is also no room for creativity, playing around, or polish, because the deadlines are based on the bare minimum that will sell.
I think traffic calming is really interesting for this reason, building roads to make you feel most comfortable at the correct speed. The road design here is usually good, but when driving I feel really anxious on roads that have a design not matching the speed limit too.
Take it from godot themselves, they have a list of missing features for AA/AAA developers: https://godotengine.org/article/whats-missing-in-godot-for-aaa/
Sorry but if large teams could pick up Godot and make next-gen games with it just like that, they would. You can’t. You can find absolutely stunning looking projects from solo creators in Unreal Engine. Sure you have assets from the asset store. That’s the point - you don’t have to reinvent the wheel.
You’re not wrong that creating FOSS technologies is a worthwhile pursuit. I think what you’re missing is how massive a game engine is. The average game development company simply cannot be creating its own engine or forking Godot to create a game in.
It requires a large company dedicated to engine development and tooling, and at least a decade of development, to create a worthwhile engine. If you want to make a game, fronting that development with a decade of engine development is not financially sensible. This issue is not one that game development companies can fix.
That said, if Godot meets your game and team’s needs (or reasonably close to where you can reasonably develop the engine further to meet them), go for it. But it’s not realistic for most developers.
You have no idea what you’re talking about my guy. First off, Godot has been in development since 2007. That’s 16 years ago. Secondly, Godot started in Codenix, a consulting company that made money by licensing then-closed-source Godot. They only made it open source in 2014 - 7 years into development. This is a company that made its money through selling a game engine, not through making games. Thirdly, Godot receives funding from massive companies (e.g. they received $250k in funding from Epic Games in 2020). Fourthly, Godot is not up to par with Unreal Engine or Unity. It’s NOT a viable game engine for many games being developed.
Edit: also, I’m not a milennial. I’m a zoomer. No, I’m not too young to have an opinion on this, I’ve been making games for 15 years.
You’re not listening. It’s not that it’s hard (although it definitely is), it’s literally just infeasible financially and time wise. You cannot spend millions developing an engine unless you are a large AAA studio. You can’t pull up your bootstraps your way into making a modern game engine within the budget you have to make a game.
As for Godot:
It’s not “the easy route”. Making a game engine is a tremendous investment these days. If you are making anything other than a game that looks like early 2000s or earlier, you need a pretty capable engine that takes years to develop. That’s on top of the time it costs to make a game, which is also typically years. Not to mention that your proprietary engine will have subpar tooling and make your game development slower.
For anyone but industry giants it’s not feasible to make a modern engine. Unless your game is not aiming to play and feel like a modern game, you have to run with an off-the-shelf engine.
Hexbear is also filled with authoritarians which isn’t very funny but still offensive
Why change the way you read a clock? year/month/day hour:minute:second
You would never read a clock as minute:second:hour, which is analagous to how Americans phrase dates.
Certainly if the developers of those games have the time and resources to invest into it, they can make an easy mode. Not every studio does though. For games intended to be difficult though, they should be balanced around a difficult normal mode, and that doesn’t necessarily mean everyone can beat it.