imius

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imius

imius

@_imius

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Присоединился Mart 2023
306 Подписки18 Подписчики
Nan Yu
Nan Yu@thenanyu·
whatever the design style is that copies this old Apple stuff is already looking crazy dated to me. Big tall centered condensed serif titles barf
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imius
imius@_imius·
@Mercules_thor @abhitwt I feel that reinventing the wheel is sometimes necessary, either for understanding or innovation. Adding to the pile with iterative improvements without reworking the foundation is how you end up with complex, bloated, and stale systems that operate past their time.
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i.am.mercules
i.am.mercules@Mercules_thor·
@abhitwt I feel it's a waste of time to create something that's already been created. Use what's been create and build on top of it to make it better.
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Abhishek B R
Abhishek B R@abhitwt·
For people who keep asking what to build - Build your own operating system - Build your database - Build your virtual machine - Build your web server - Build your own game engine - Build your compiler - Build your own programming language - Build your own browser - Build your own blockchain - Build your own encryption algorithm - Build your own CPU emulator - Build your own file system - Build your own container runtime - Build your own package manager - Build your own shell - Build your own window manager - Build your own GUI toolkit - Build your own text editor - Build your own IDE - Build your own version control system - Build your own network protocol - Build your own operating system kernel in assembly - Build your own scheduler - Build your own memory allocator - Build your own hypervisor - Build your own microkernel - Build your own compiler backend (LLVM target) - Build your own query language - Build your own cache system (like Redis) - Build your own message broker (like Kafka) - Build your own search engine - Build your own machine learning framework - Build your own graphics renderer (rasterizer or ray tracer) - Build your own physics engine - Build your own scripting language - Build your own audio engine - Build your own database driver - Build your own networking stack (TCP/IP implementation) - Build your own API gateway - Build your own reverse proxy - Build your own load balancer - Build your own CI/CD system - Build your own operating system bootloader - Build your own container orchestrator (like Kubernetes) - Build your own distributed file system - Build your own key -value store - Build your own authentication server (OAuth2/OpenID Connect) - Build your own operating system scheduler - Build your own compiler optimizer - Build your own disassembler - Build your own debugger - Build your own profiler - Build your own static code analyzer - Build your own runtime (like Node.js) - Build your own scripting sandbox - Build your own browser engine (HTML/CSS/JS parser and renderer) - Build your own blockchain consensus algorithm - Build your own zero -knowledge proof system - Build your own operating system for embedded devices
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imius
imius@_imius·
@RSSTRV well I'm convinced
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Cody
Cody@CodyChaSsE·
@Simon_Hypixel Genuine question… why not hold off until the game is 100% fully ready to go? I guess i’m wondering what the harm in waiting is vs releasing it early. I think people would genuinely understand if you waited to prioritize a good quality product.
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Simon
Simon@Simon_Hypixel·
When I say Hytale is not good enough, I genuinely mean it. It's not some reverse psychology trick! Real talk: We are using a 4-year-old game build with over 300 versions (branches) of prototypes that we Frankenstein together in record time into a single branch. None of it was meant to be released this quickly and in this way. There are barely any game progression mechanics configured, and we have to implement them all in record time to make it somewhat enjoyable. Of course, I'm confident it's going to be "ok" for release. However, this is the current situation we are dealing with, on top of all the bug fixes, refactors, clean-ups and other ongoing issues that we are facing. We inherited a true hardcore engineering and design challenge, and we are on the clock to deliver early access. The exploration of the game is fun, don't get me wrong, but man, I wish we had more time to get a few more features or configurations in to enhance that experience, but no, we break the curse of release and fix later. This will come at a significant cost; some people will be permanently convinced the game is doomed to remain in this state, unaware that this is an authentic early access experience. I hope that people who share the game will explain the situation we are in and how we got here. Keep in mind, the gameplay video doesn't show much of the gameloop because, well, there isn't much of it. Combat, game vibe, and exploration are great fun, but there needs to be mechanics to keep it going over time. One thing I have learned over time is to enjoy the painful feedback. It is the most critical part of making games and improving yourself as a game designer. Of course, you have to be filtering out the ones that want to steer you in their own vision of what the game should be, so it's a balancing act. When I read negative feedback on the gameplay video, I don't get defensive or hurt. I'm literally like, "Yep, they are not wrong" or "Why do they think like this? How can I solve their problem?" This has taken me years to get to that point. Our community, over the last 14 years on MC, has not been shy about giving us their feedback. The one thing I can promise is that the game is owned by someone who cares and understands the situation, and I will do my best to empower my team to make a great game, however long it takes. This time, with all of you along for the ride, if you wish to be a part of it.
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imius
imius@_imius·
@app_settings Are we talking about the video or the OS? Because in reality the glass adds very little to the experience and doesn't even look all that good.
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imius
imius@_imius·
@francawann @naval If you commission a piece of art, did you make the art?
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Zak
Zak@francawann·
@naval Technically there is creation: the prompts you feed to create the AI generated work
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imius
imius@_imius·
@szspagna @damdeuce @BenjiGameDev Agreed, without good design/art/worldbuilding/etc you have a poor RPG. But without an understanding of programming/tools/engine/workflows you don't have a game at all. The point is for beginners to prioritise learning those things, not to make games in genres they don't like.
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szspagna
szspagna@szspagna·
No different from programming. Technical acumen, design, and writing/worldbuilding are all entirely different but similarly essential skills to making a good RPG. If you can program a platformer/metroidvania, cool, but those garbage genres won’t remotely come close to teaching you a thing about proper worldbuilding and complex choice systems or branching quality dialogue. The simple fact is the only way to build a quality RPG requires significant practice in all these 3 skills, and focusing your years building platformers or metroidvanias will not get you any closer to having the systems design and writing to pull off an RPG worth a damn. Writing, design and art make or break this genre. They are the soul of the game.
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Benji
Benji@BenjiGameDev·
Learning gamedev is hard. It combines multiple creative and technical disciplines, many of which have punishingly steep learning curves. So motivation is often a problem early on. It's easy to feel defeated every step of the way, and giving up is the norm. Having a "Dream Game" can be useful for learning in this regard. A Dream Game can provide that boost of motivation you need to get through the hopeless times. You can channel your passion and vision into the determination to learn. Conversely, working on small games can be massively demotivating. I don't want to make Breakout or Flappy Bird, I want to make Chrono Trigger. I want to flex my creativity and my game design intuitions, I want to build something amazing. And here I am, struggling so hard to make a game I don't even care about. What's the point. This is why it's so common for new devs to work on huge dream projects as a vehicle for learning the craft. And as long as you're learning, that's great. But you must understand that this game is your sacrificial lamb. You will never finish it. Granted, some devs do manage to succeed at the "learn while I build my Dream Game" strategy - Stardew Valley comes to mind. But almost everyone else will fail, and for a few reasons. The first is that you cannot size a project unless you know what it takes to finish. How long do you want to be working on this Dream Game? 4 years? Okay, so how are you supposed to know what a 4-year game looks like? Unless you've finished a game before, you cannot know. You've likely misjudged the effort it'll take by an order of magnitude. Secondly, finishing a game requires its own set of disciplines. There's so much to learn about putting out a commercial product. Have you considered graphics options? Resolution, framerates, vsync? Audio settings? Accessibility? Localisation? Do you know what it takes to QA a game? Do you know how to configure builds and depots on Steamworks? Do you really want to be encountering all this stuff for the first time at the very end of a giant 6-year project? Thirdly, it's easy to get bogged down and stymie your learning when you have such a large game to make. You can lose six months working on animated cutscenes before you've even learned how to make a pause menu. Everything gets dragged out, and inevitably you end up remaking huge chunks of the game as you come to realise that your early work was amateur trash - as is to be expected. Lastly, dream projects provide far too many distractions from actually learning game developement. Writing lore. Drawing concept art. Dialog. GDDs. These are low value tasks, but they're so much fun that you can easily spend all your time on them. And before you know it, it's been weeks since you opened your project file. Finishing and releasing small, simple games is the remedy to all these problems. Make a warioware-style minigame, make tetris, make a shmup, make a 10-minute avant-garde experimental FPS hallucination simulator. It doesn't matter, just make a game that people can download and play, then make another one. You can still build your Dream Game. Just later. If anything, it deserves to be tackled properly, by a dev who's got some real holistic experience under their belt.
Benji@BenjiGameDev

make small games. if you don't have the skills to hack out a polished Pong clone in a weekend, your 6-year dream game project is in serious trouble

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imius
imius@_imius·
@damdeuce @BenjiGameDev I think he meant "low value" for newbies. It's like designing or planning - important (and fun) but can easily become an exercise in time-wasting, especially for someone new to development who doesn't yet understand where to allocate their time.
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damdeuce
damdeuce@damdeuce·
@BenjiGameDev Drawing concept art is not a low value task. That's where you get to define the visual language. It's one of the most important tasks. You'll end up having to redo much more of the actual game visuals than if you had spent the upfront time designing something cohesive and good.
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Will King
Will King@willking·
@ryolu_ @cursor_ai Building existing patterns has never been the hard part. Glad that is getting even easier. The real work is creating those systems from nothing in the first place.
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imius
imius@_imius·
@jaesmail Right, the software solving their problem means they are aligned through a common goal/vision and the interaction allows connections to grow and ideas to be shared. Are you imagining the social experience being baked into the software itself?
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jihad
jihad@jaesmail·
The new "owned audience" isn't a newsletter or a gated community, but a piece of custom software that (1) uniquely solves the audiences problem and (2) allows that audience to interact with one another.
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Cédric
Cédric@cedric_design·
What are the best rounded fonts?
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imius
imius@_imius·
monochrome
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imius
imius@_imius·
@jon This is along similar lines to something I'm building at the moment. I think you're onto something!
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Jon-Paul Wheatley
Jon-Paul Wheatley@jonpaul·
Introducing.... GalaxyBrain. A powerful JSON-based information operating system. Please check it out, and let me know what you think.
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It’s Keaton!
It’s Keaton!@EvilKeaton·
@paularambles Okay so 5-7 dollars for a glass of juice, not even a great deal tbh.
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aaoa
aaoa@AnatoleOis·
@_imius @wildenfreetech Basically this with the part between the red being the visible tab bar
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aaoa
aaoa@AnatoleOis·
Some of you really liked that tab bar ✨
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aaoa
aaoa@AnatoleOis·
@wildenfreetech Took me three weeks to figure out in SwiftUI cause this is my first ever code project. Made it in Figma in 3min tho 🫠 Please do recreate it!
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imius
imius@_imius·
@Futurejarv Hey Jarvis, not yet! I should have a demo up soon in the following weeks but the game has been overhauled since, so it 's a little different than what you probably saw on the steam page. But happy to hear that it caught your interest :D
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Jarvis 🪵 Alibi Games
Jarvis 🪵 Alibi Games@Futurejarv·
@_imius hey imius, any chance you have a playable of tiny squads to share? I've been following the game for a while but only just found you on twitter! :)
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imius
imius@_imius·
the state of my figma project
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