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  • I worked under a self-proclamed Python/JavaScript programmer, and part of the job involved doing rather advanced stuff in various other typed languages like c# and c++. It was hell. The code review were hell. For every little tiny weenie little things we had to go through "why coding c++ like it is python" is a very bad idea.

    What is crazy about developers who exclusively work with scripting languages is that they have no conception of why general good practices exist, and they often will make up their own rules based on their own quirks. In my previous example, the developer in question was the author of a codebase that was in literal development hell, but he was adamant on not changing his ways. I'd definitely be wary of hiring someone who exclusively worked with scripting language, and sometime it is less work to train someone who is a blank slate rather than try to deprogram years of bad habits.

  • I have seen a doc about Home Depot (not the pictured store) some time ago. Apparently the overstocked facade was a big deal because those big stores want you to think they have everything that can possibly exist in their inventory so you only always go there and make no further stops.

    Of course, it's smoke and mirror and a lot of stores adopted the big warehouse style for the same reasons. Some stores have legit empty boxes filled with crap all over. If you ever went into one of those store looking for something very specific tho, it is pretty apparent that they only overstock a few profitable items and the rest is no better, or worse than smaller locally-owned shops inventory-wise. Only exception around here would be Costco, which is a.legit warehouse.

  • I've been told the cat thing twice in my life, in both cases I ended up cutting contact years later because both persons turned out to be borderline sociopaths. Truth is we can't really be sure for most animals, but to immediately assume most animals can't feel shit is such a stretch.

  • In some countries we're taught to treat implicit multiplications as a block, as if it was surrounded by parenthesis. Not sure what exactly this convention is called, but afaic this shit was never ambiguous here. It is a convention thing, there is no right or wrong as the convention needs to be given first. It is like arguing the spelling of color vs colour.

  • Who on earth would rely on a game engine in bankruptcy?

    They aren't nearing bankruptcy first of all, and I as I mentioned even in this doom-and-gloom scenario they would likely just get acquired and operations would continue as normal. Is that what you think? That Unity is about to go bankrupt? I am not sure what we're arguing here.

    Engines need a constant conveyor belt of new games to sustain their revenues and I don’t see this happening.

    What are you basing this observation on? Unity never made money from the volume of games released using their engine. Also, the part where everyone is suddenly dropping Unity is mostly just a narrative here on social media, and the bulk of the reason why it might not be happening is that there is no true alternative.

    And yes there is pain and a learning curve to moving to other engines though I think most programmers would be able to cope with change and if they’re that incurious and inflexible that they can’t then maybe it’s time to find new programmers

    It is not about coping and being incurious. Changing engine means trashing a part of your team, trashing your content pipeline, trashing your internal tools. It costs a lot of money, money which most studios don't have. It would make sense if there was a true alternative to Unity for those mid-sized studios, which there isn't.

    As for Godot, I am sure it is not a 100% feature for feature replacement for Unity. But it sure as hell is capable of powering 95% of indie games out there no trouble whatsoever and I daresay some more challenging titles

    Again, not sure what you're basing those numbers on. Godot can't even do consoles natively so there is definitely some troubles and headache in using Godot in 2023. I would agree that Godot is perfectly fine for solo devs and very, very small teams, but it is not a serious alternative for even mid-sized productions. It is still pretty much a toy compared to the bigger engines, and it lacks commercial support to really attract those studios.

    I get it. The popular sentiment here is that Unity is doomed to fail, and the internet as a whole kind of wish it did. I am not gonna gather sympathy and votes by saying otherwise, but I just don't see it. Godot is not ready, switching to Unreal does not make much sense since it is the same proprietary "garbage". It is easy to make big statements here on Lemmy and claim how easy it would be for game studios to get rid of Unity, and how this would improve their business, but to be honest I don't think you guys have a clue. If you are actually a developer or own a game studio then I am sorry for assuming.

  • Unity is not going anywhere, even in a bankruptcy it would get acquired by the likes of Microsoft or Meta. The "good guys startup" Unity is long gone, and it's been replaced by the same corporate structure you would expect anywhere.

    Tying yourself to Unreal would be just as naive, and Godot is nowhere ready to fill the niche Unity is filling. I would place the opposite bet as yours, the vast majority of actual game devs are not rich enough nor care enough about corporate drama to ever switch engine for possibly worst. Also, experienced C# Unity devs and experienced C++ Unreal devs are not that interchangeable. Unity made this move to survive and they know there is no true alternative.

    This is my pov, I worked in the industry for over a decade and I am an Unity ex-employee.

  • It is a double-edged sword for a dev. When a genre is over-satured (which most arent) there is usually a large player pool of potential customers but you're competing with so many games that realistically your game needs to be really amazing to compete. Reason is that there is so many soul-like that a lot of players have a backlog of games to play already, and unless yours reach top 10 or something, there could be dozens and dozens of games that are simply more enticing than yours, meaning the average gamer will never make it to playing your game.

    Making a game that makes it to the top on a saturated genre is simply very hard, and a very risky business decision.

  • Ouch

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  • Yep, in big studios the big guys making the decisions really couldn't care less what product is actually being made. They expect X return on investment by Y date, and you better be shipping your game then because ressources are already being reallocated to that bew project that was already in pre-prod as you were finishing the previous one.

    Game devs are also artists in their own way. It sucks for them when a game, sometime one that had lots of potential, gets released in an unfinished state. Your reputation takes a hit, people blame the QA and loot devs, but really the big guys are almost always to blame. More mid-term money that way, less bonus to pay, players still buy the unfinished games, and etc.

  • They were pretty good at playing "I am not touching you" with the rules. The real bad stuff was moderated out. Their new website is basically advocating for mass genocide, not even kidding.

    It sucks that cutting them from the platform radicalized some, but at least the mask is off now. The whole "we're just centrist patriot" was just so fucking disingenuous.

  • It is not friendly to regional pricing. Can't really blame the dev since their own bill are probably in dollars, but I think I'll pass myself as it is fairly expensive for an app here. I could buy like 3 or 4 full video games for the price.