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Joined 1 year ago
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Cake day: June 1st, 2023

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  • That being said, CSS frameworks are still wonderful, used right they can save a lot of time during early development by outsourcing the majority of design to the framework devs.

    That’s actually my intent with using a CSS framework. A personal project of mine reached minimum viable product statud status (phones…) recently, I included bulma, and used some of its components for stuff like menus and modals. It was definitely faster than writing everything by hand early on. But I also ended up writing my own CSS anyway, especially with the grid, which is the foundation on which my app works on (it’s a grid-based colour mixing app).

    I agree, I think CSS frameworks have a place for prototyping and we shouldn’t rely on them as a project moves towards a proper release 🤔

    Then again, some people might think the obfuscation in 20+ classes is somehow a good thing…frankly, I think it’s worse than inline styles. It’s basically obfuscated inline styles!





  • If the other suggestions feel too advanced and you really rather stick with an open-source engine/toolkit, perhaps give GDevelop a try? I haven’t used it myself so I can’t personally say if it’s actually any good.

    It advertises a “no coding required” system, but from some quick peeks at their youtube tutorial videos (listed in their Learn page), it looks more like low-coding, but it doesn’t look too intense. It might be beginner-friendly enough to get you started. Once you accrue more skills and confidence, then you’re free to pick up any other engines out there that might fit your goals better.

    As for system requirement, apparently it just needs about 64-bit CPU and 1GB of RAM.

    As for dreaming way too big, it is highly recommended you start with a small project. A “toy” rather than a full-on game. Gamedev is a multi-discipline field and how wide that covers depends on how complex your game is. There is a LOT to cover. Keep your feature scope small will help prevent the project from overwhelming you and scaring you away too early in your endeavours.

    I hope that helps. Best of luck and have fun!


  • If people felt they can’t really escape an essential product from a shitty company because of cost, or even convenience, I’d understand.

    Warning: angry rant.

    But this is a video game. Playing video games is my primary hobby. I do it a lot. It’s how I spend quality time with my long-distance partner as well. But it is not essential to my life. We actually have a very viable option of not buying a product from a company helmed by evil, shitty people. It should’ve been more clear-cut.

    Ultimately, my disappointment over this runs pretty deep. I will never respect Blizzard as a company. Honestly, I had hoped that MS acquiring them would mean breaking them up and scattering the resources to different departments. The fact that I think MS is the better of the two probably says a lot about my disdain for Blizzard at this point.



  • The co-op modes are 3 vs 1 and 3 vs AI controlled boss. I only played the vs AI boss, and you all get separate boards until a specific event occurs. Then it merges and everyone gets to put their piece anywhere across the three boards. It only lasts for a little bit, and then the board splits again.

    The PvP modes are called:

    • Zone battle (incorporates their time-stopping mechanic)
    • Score attack (standard Tetris, no interfering blocks for the player lagging behind)
    • Classic Score attack (standard Tetris, but you don’t get hard drops or holds, and again, no interfering blocks)

    One thing I found out is that if you want to play against the CPU, you can just load up a local match and add player’s twice on the same controller. The second “adding” will fill the rest with CPUs.

    It’s available on both PC and Switch. However, from what I could find out, you need the Switch Online membership to play multiplayer online. But you haven’t mentioned an interest in that so it should fit your requirements really well.

    It’s currently 50% off on both Steam and Nintendo eShop

    Hope that helps!



  • I highly recommend, for a first project, to limit yourself to just one game mechanic.

    Limit your scope

    For example: It sounds like you want to make a platformer? Maybe limit yourself to just an endless runner type where the character has to jump over obstacles. A bit like flappy bird but your character is grounded instead of flying. This way, you can focus your effort on at least two major aspects of the game:

    • Character movement
    • Map generation

    Game Design Document

    Another thing to consider doing is putting together a game design document. Write down what kind of game you want to make, and break it down into their constituent mechanics. Then, maybe try ranking them from what you think could be the easiest to implement to the hardest. You may want to look up tutorials on how to implement those various mechanics and rank them that way if you’re unsure.

    Having a game design document can be helpful, especially if you remind yourself not to go beyond the scope you have set out for yourself. It may help you focus on what you need to do and not get distracted by new features you just thought up of. Not to say you should throw those new ideas out, but write them down under “future ideas” and worry about them after you have a minimum viable product.

    To be fair, not everyone will agree on how helpful this can be, but I think having something written down can help act as a reminder, or a means of focusing yourself. Wouldn’t hurt to try

    Bugs

    As for bugs, honestly, that’s part and parcel of programming. One thing that I found works for me when I get too frustrated is to step away from the computer. Take a snack break, or go for a walk, or play a game. Come back with a clear head, and I usually figure out my issue.


    I hope that helps provide some guidance on overcoming that overwhelming feeling. Best of luck to you!




  • I’ll probably take some flak for my answers, but here I go!

    Undertale

    Maybe I would’ve loved it if I had got to the game before the fandom madness got to me. But to be fair, it looks like it’s visually designed to tap into that 80’s nostalgia, which would’ve bore me anyway.

    Destiny 2

    I used to enjoy that game (and Destiny). Played it way more than I’d like to admit. But as my anxiety got worse, the more I abhorred the way they force you into matchmaking for PvE content, then give you all kinds of reasons why you have to do those PvE content where you’re forced to play with random players. Then there’s the changes Bungie had made that made the game more and more hostile to me on a mechanics level. Lately, it also feels like they’re treating Destiny 2 as a money-printing machine.

    Diablo 4

    Because Blizzard. I had a whole rant but I don’t want to make anyone uncomfortable. I simply will not give Blizzard any money moving forward.