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MycroftCanadaNS 6 DIC 2019 a las 9:31 a. m.
1.8 gig update on Experimental?
Where are the patch notes for the experimental branch for the latest update news?
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Mostrando 16-19 de 19 comentarios
BurningTofu 8 DIC 2019 a las 4:51 p. m. 
Publicado originalmente por MycroftCanadaNS:
Publicado originalmente por BurningTofu:

I wouldn't say they developers are lazy. Most of them are overworked, perhaps most overworked in overall workforce. They are often underpaid or not paid. The notion of them being lazy just baffles me because I see the opposite.

Many small teams of designers/coders would create their own companies back in the 80's, and throughout the 90's, and create their own game engine from scratch along with creating their own methods to jam pack their games on 5.25 360k floppies.

They didn't have a standard game engine to work with back then so everything they did was new, and fresh, and they created it all on their own, and I am very sure they didn't get much sleep either.

In fact I am very sure these early developers worked harder than coders work today since it was only themselves, and no one else who would or could do the work, and I am very sure they had their publishers breathing down their necks as well.

Then those early developers had to make sure that their games worked flawlessly which mean't they played the living daylights out of it until they knew it had no bugs which would make the game unplayable.

Today's developers no longer have to create their own game engines, and most often code is already written for them to take advantage of as well along with graphical assets, and much much more.

They no longer have to test their games, since why should they when they have us to pay them to do it for them, and fill their pockets at the same time, and why should they since they now have the internet to shovel their batch of bad code for us to deal with, and suffer through.

Yes, I can in all honesty say today's developers are lazy, and are the only people I know who act entitled.

Back in the day when we had companies like Microprose, Binary Systems, Lucasarts, Electronic Arts (before they became so corrupt, and greedy), Bullfrog, Sierra, and so many more we always knew they took the time to do it right, and when we installed the game it was going to work.

Back then these folks were, and still are highly regarded as the top coders, and designers of their time.

Today all we have are lazy greedy developers trying to make a quick buck for less work. There is no quality any longer, only quantity of half baked ideas on a game engine already created for them.

I used to be an amateur programmer back in the days. Started out in z80 with assembly if I remember correctly. But I've spent most of the time in modding for popular FPS games like Duke3d and Doom. I agree about the talents required back in the day since teams were much smaller. I remember vividly most of the developers I've met were multitalented folks. There were little bit of an artist, designers, editors, programmers, and etc rolled into one person. I am no longer a programmer these days but I have seen few of them through tutorials on youtube. We didn't have a lot of tools like they have now. It seems like most of them have nice GUI system to their aid whereas I used to work on notepad as my canvas lol. But I still disagree about lazy. Just because they are now specialized or have better tools doesn't mean they are. I believe back in the day, developers had more weight on how the game steered because there were in a smaller workforce. Today, they are basically code monkey. Some of those "half Baked" ideas slips through from the division from the higher ups. Because it was for their "best interest". Basically what I am trying to convey is when games becomes bigger, becomes publicly traded, or have big publisher behind it, more pressure gets put into the devs. Things may be omitted because someone other than them liked it or some are changed due to time, or what have you.
Última edición por BurningTofu; 8 DIC 2019 a las 5:04 p. m.
MycroftCanadaNS 8 DIC 2019 a las 5:20 p. m. 
Publicado originalmente por BurningTofu:
Publicado originalmente por MycroftCanadaNS:

Many small teams of designers/coders would create their own companies back in the 80's, and throughout the 90's, and create their own game engine from scratch along with creating their own methods to jam pack their games on 5.25 360k floppies.

They didn't have a standard game engine to work with back then so everything they did was new, and fresh, and they created it all on their own, and I am very sure they didn't get much sleep either.

In fact I am very sure these early developers worked harder than coders work today since it was only themselves, and no one else who would or could do the work, and I am very sure they had their publishers breathing down their necks as well.

Then those early developers had to make sure that their games worked flawlessly which mean't they played the living daylights out of it until they knew it had no bugs which would make the game unplayable.

Today's developers no longer have to create their own game engines, and most often code is already written for them to take advantage of as well along with graphical assets, and much much more.

They no longer have to test their games, since why should they when they have us to pay them to do it for them, and fill their pockets at the same time, and why should they since they now have the internet to shovel their batch of bad code for us to deal with, and suffer through.

Yes, I can in all honesty say today's developers are lazy, and are the only people I know who act entitled.

Back in the day when we had companies like Microprose, Binary Systems, Lucasarts, Electronic Arts (before they became so corrupt, and greedy), Bullfrog, Sierra, and so many more we always knew they took the time to do it right, and when we installed the game it was going to work.

Back then these folks were, and still are highly regarded as the top coders, and designers of their time.

Today all we have are lazy greedy developers trying to make a quick buck for less work. There is no quality any longer, only quantity of half baked ideas on a game engine already created for them.

I used to be an amateur programmer back in the days. Started out in z80 with assembly if I remember correctly. But I've spent most of the time in modding for popular FPS games like Duke3d and Doom. I agree about the talents required back in the day since teams were much smaller. I remember vividly most of the developers I've met were multitalented folks. There were little bit of an artist, designers, editors, programmers, and etc rolled into one person. I am no longer a programmer these days but I have seen few of them through tutorials on youtube. We didn't have a lot of tools like they have now. It seems like most of them have nice GUI system to their aid whereas I used to work on notepad as my canvas lol.

Right on. Very glad to have met you, and very happy to read you coded back in the day. Modding really picked up back then which I was seen really cool, and still is.

Nothing can replace passion, and folks like yourself, and the main designers/coders sure had passion, and great imagination, and loved what they did, and created.
Lil Puppy 8 DIC 2019 a las 7:02 p. m. 
Every game on the planet has exploitable bugs, ever seen a speed runner exploit them? And game breaking means too many things to too many people that it's not even a proper concept.

"The frame rate sucks, it's game breaking for me!"
"I crashed here, it's game breaking for me!"
"Textures didn't load, it's game breaking for me!"
"The game doesn't save on this last update" - 10,000 players confirm overnight. <- this is game breaking, kinda. The game can be completed in just a few hours, like most of those games you played in the 80's that you didn't know have exploits.

Ever jump through the roof in super mario bros to skip several levels in the first dungeon section?
And that's just the super well known one that the developers put in there intentionally, that doesn't include the dozens of other bugs that allow you to do unintended things to 'break' the game to win faster.

up up down down left right left right b a start.

I'm also old as rocks and a programmer during the apocalypse that brought graphical user interfaces to the world. I enjoyed Legend of the Red Dragon on BBSs back in the day, even tried to buy the IP for the modern world.

Developers and designers aren't the greedy ones making all the decisions these days, marketing and publishing are making the decisions and that's very poor business because they're only concerned about making money and forget about customer retention, loyalty, and brand awareness... Those poor decisions mean that some bugs get left in there in favor of putting the game out faster. Gotta put the decisions back in the designers hands.
MycroftCanadaNS 11 DIC 2019 a las 3:18 p. m. 
Here is something some of you may enjoy.

https://youtu.be/Zkwpa5YPhx8
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Publicado el: 6 DIC 2019 a las 9:31 a. m.
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