• @DABDA@lemm.ee
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    137 months ago

    The Chicken and the Pig

    The fable of the Chicken and the Pig is used to illustrate the differing levels of commitment from project stakeholders involved in a project. The basic fable runs:

    A Pig and a Chicken are walking down the road.
    The Chicken says: “Hey Pig, I was thinking we should open a restaurant!”
    Pig replies: “Hm, maybe, what would we call it?”
    The Chicken responds: “How about ‘ham-n-eggs’?”
    The Pig thinks for a moment and says: “No thanks. I’d be committed, but you’d only be involved.”

  • recursive_recursion [they/them]
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    57 months ago

    As a software dev who’s participated in a couple of game jams and several group projects,

    • I’d say that anyone that claims to be a designer but has no programming experience is typically incompatible with any project
      • and it’s due to the disconnect of understanding just how difficult it can be to translate certain design tasks into functional code
    • @Guru_Insights99@lemm.ee
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      37 months ago

      Hey there, champ! I appreciate your enthusiasm, but I’m afraid I have to disagree with your statement. Game development with effort or coding skills? Today I’m gonna show you how to do it without any effort, it’s like becoming an astronaut by watching the big bang theory!

      Let me break it down for you. You see, creating a video game is as easy as pie. Typically, you would use lines of code. But what if I told you that you can gather a bunch of random images from the internet, throw them into a a computer, and voila! You’ve got yourself the next “Call of Duty” blockbuster. Going by standards nowadays people will be lining up to buy your game, guaranteed!

      Who needs coding when you can just use a magic wand and poof your game is magically coded? Just like that! Forget the coding aspect of it, you can make a game effortless! How do I do this you ask me? Well, If you really want to master the art of game development without lifting a finger, I have the perfect solution for you. Introducing my revolutionary course: “Effortless Game Development Masterclass”! In this course, you’ll learn the ancient secrets of game creation without any pesky coding skills or effort required. You’ll be churning out awards winning games in no time, all while lounging on your couch and eating Cheetos. 😎😎👊 Dm me if you want more info for the affiliate link

    • Xavienth
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      27 months ago

      Not to mention that an idea is not a game, not even conceptually. There’s a reason it’s called game design and not game turn-idea-into-code.

  • @chetradley@lemmy.world
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    27 months ago

    Y’all remember that post about the “science-based dragon MMO” that topped the gaming page of…that other site…? If not, I’ll include the title and image below, because it’s got the same energy as this post.

    Dear internet, I’m a 26 year old lady who’s been developing a science-based, 100% dragon MMO for the last two years. I’m finally making my beta-website now, and using my 3D work as a base to create my 50+ concept images. Wish me luck, Reddit; You’ll be the first to see the site when it’s finished.

    The comments were surprisingly constructive considering she basically pasted zsphere sketches over a generic background and announced she had been solo developing the most ambitious dragon fucking game the world has ever seen. It’s been 12 years, I wonder how she’s doing?

    • @tweeks@feddit.nl
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      17 months ago

      Sharing ideas can definitely be worth something when it leads to something actual original/concrete/useful, but on another level.

      Most ideas these “creatives” come up with are neither of those + they are not willing to put in some effort to solidify the idea themselves.

  • @EmoDuck@sh.itjust.works
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    17 months ago

    There are probably a ton of incredible banger games out there that don’t exist because the person who thought of it just doesn’t know how to code

    • @I_Has_A_Hat@lemmy.world
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      7 months ago

      You mean like an MMO where different maps are arranged in an infinite hexagonal pattern that’s randomly/procedurally generated based on different biomes, that also keeps track of how many players have entered/completed each hex and begins scaling down the difficulty in said hex and evolving it into a more peaceful zone, that way the higher traffic areas eventually form safe zones/towns for low level characters while low traffic areas encourage high level characters to visit and explore, with the highest level characters able to survive unexplored areas and expand the map for all players, all while having developer tools to specifically add unique dungeons/events/items directly to tiles so that the game doesnt feel a mile wide and an inch deep but instead as if the whole world map is alive and constantly changing?

      Yea… That’d be cool.

      • @EmoDuck@sh.itjust.works
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        7 months ago

        Definitely some cool ideas there but how do you deal with the long term effect of the map becoming too big?

        The bigger the map the more the defs would need to stretch their resources to adding cool stuff.

        Also, at some point, the inner hexes will be essential all complete cleared and new players will have to wander for a while as soon as they level up a bit.

        Unlocking a new hex would be fun at the beginning but how fun will it be after 100+ have been unlocked and any more just will inevitably just feel same-y because even the best defs will eventually run out of ideas

    • @Aceticon@lemmy.world
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      7 months ago

      The inability to detail the idea all the way down to the level were something concrete can be made from it kills it well before the lack of coding skills.

      It’s like what separates having an idea for a book and writting an actual book that is enjoyable to read: there is no “knowing how to code” barrier in there and yet most people can’t actually pull it off when they try or it ends up shallow and uninteresting.

      • @space@lemmy.dbzer0.com
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        17 months ago

        Same boat… But I had some success with low poly 3D models which I found are pretty easy to make. Learning a bit about color theory, how to match colors, as well as learning a bit about level design goes a long way. You can make a great looking game this way.

        But my dream game is 2D pixel art, and I really suck at it.

    • Nah.

      That’s like saying a lot of banger songs could exist but the person doesn’t know how to write music.

      Absolute delusional bullshit.

      Verifying the idea is good is also part of the process. Play testing, making hard decisions, smoothing out jank, juicing up the experience… The whole implementation can make or break a game.

      • @floofloof@lemmy.ca
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        17 months ago

        It’s like saying there are so many great novels out there that we have never seen because the authors can’t write for shit.

        • @prowling4973@programming.dev
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          16 months ago

          Not “great novels” but great “great world building”. I’ve seen some absolute bangers out there where the concepts, characters and even the overall plot blew my mind away. However, the authors couldn’t write decent dialogues or a coherent chapter of their life depended on it. So, most people wouldn’t be exposed to their ideas.

      • @ZILtoid1991@lemmy.world
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        17 months ago

        I had to learn that the hard way, but with a comic/manga idea I used to have.

        Long story short: I worked way too long on an idea (almost 10 years), all while my taste etc. changed. It would have been way too hard to get it working after a while without a complete revamp of the whole idea, so I ditched it completely, maybe reuse elements and character concepts in other things, including video games (yes, they’re easier to make, unless your comic’s artstyle is stickmen figures).

      • @RealFknNito@lemmy.world
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        17 months ago

        I had a cool idea that I completely gave up on because I tried to learn how to do it and realized what I was asking was so insanely complicated and time consuming that I couldn’t do it. I play a lot of games, I know what would make a good one, there’s just a gaping chasm between knowing and creating.

  • @JCreazy@midwest.social
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    17 months ago

    As a person that has a lot of ideas and no coding or art knowledge, it sucks because I know I can’t expect someone else to do it for me and I don’t have the time or mental capacity to learn. I guess I can just have AI do it for me now /s

    • @CaptDust@sh.itjust.works
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      7 months ago

      I envy you in some ways, recognizing your limits is something I wish I would have done. I came from a coding background, spent like 2 years learning unity, then eventually realized much of the cool stuff for games happen on the art side. So I learned blender… the whole pipeline- modeling, sculpting, materials, animations, each piece had it’s own challenges and quirks.

      It’s been like 15 years since I started, I still haven’t released a game… but I do have a collection of neat prototypes that no one has played. I often wonder if I’ve wasted my time with the whole thing. If I could go back, I’d choose one niche, specialize in it and find a team to collaborate with, but there are trade offs with that too like giving up a lot of creative control.

    • @CancerMancer@sh.itjust.works
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      17 months ago

      I got asked by a team of first timers who have never done any professional coding or design if I wanted to chip in on a competitive MMOFPS they want to make.

      That’s not going to happen. Between the rise of cheating, the insane hardware and optimization requirements of an MMOFPS, the general lack of interest in the genre (most have died due to low player counts), and the sheer amount of time and effort involved in designing and balancing the game even after it’s largely feature complete? Forget it, I’m better off buying lottery tickets than hoping for anything to come of that.

  • @namelivia@lemmy.world
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    7 months ago

    No joke, I once met a guy like this in an indie game developers meetup, and on top of that he was extremely vague about his idea because he told everyone he once managed to get a coder on board and “that rat wanted to take advantage of him and his idea”, literally.

  • nifty
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    -17 months ago

    The same damn attitude of some “open source” projects looking for free labor, as if paid labor isn’t exploitative enough