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Joined 1 year ago
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Cake day: July 2nd, 2023

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  • Unreal is good if you want to work on big expensive projects at big companies. Godot is good if you want to work on your own projects today and potentially but not definitly work on small to middle-sized projects at small to middle-sized at small to middle-sized companies in the future. Unity is fine if you want to work on small to middle-sized projects at small to middle-sized companies now and potentially in the future.

    Which sucks. There ought to be a clear and unambiguous path to chose for someone moving into game development today but since Unity keeps making weird choices that are hostile to developers whilst not continuing to improve at a good pace, it’s hard to say for sure which engine will fill in the not-Unreal Engine part of the market unless you have a crystal ball.

    Realistically the best thing is to have as strong a foundation in programming generally as you can so that switching engines is minimally disruptive (as there will always be a need to do so eventually. There’s very little chance one single engine will continue to be the standard over the 40+ years of a career.)


  • I’m not so sure about that. Godot is fantastic for making the sorts of projects they are describing. But if the relatively minor difference between Unity and Unreal’s workflow are a turn off for them, then the consciously different workflow in Godot is probably going to be a significant barrier. Personally, whilst I love Godot because it’s FOSS and lightweight and a great platform for building smaller scale games: a big part of the appeal for me is that I find the Unreal and Unity ways of doing things stupid, confusing and clumsy and the Godot way clever, clear and elegant. I know lots of people feel the exact opposite.


  • I think the game “development” industry is run by people who don’t understand the difference between a game designer and a game developer. As such there’s lots of people who only know as much about game design as the average developer does being tasked to do game design work and vice versa.


  • The reality is that it’s a lot of fuss for a game development company to switch engines but for an experienced individual developer it’s not a huge deal to switch engines. If you learn game development and design today using Unity then 100% of the game design knowledge is exactly transferable and 80-99% of the game development knowledge (depending on exactly what you’re doing) will transfer to Unreal or Godot or whatever else you might need to use later.

    It’s like a musician switching from one audio production suite to another. The musical theory stays the same and while the exact details of how to make each bit of software do stuff is different, the actual stuff you’re making it do is broadly the same.


  • They absolutely don’t and from the inside I rarely ever see anything but negative comments about her from other famous Brits. The rare exception is when it’s someone I already think is absolutely awful. Might be there’s a bit of a bias in the British figures that are being it in front of you. Certainly I find there are media platforms within the UK where everyone is absolutely awful and would support her.



  • I suspect that all the not Linus people were already working towards publishing a response like this to the Gamer’s Nexus video when Linus ran off wildcarding again and they then decided to rush out a video so they could clearly state that Linus’s response only represented Linus’s knee-jerk response and was not supported by or representative of LTT/LMG’s take. So… It really really sucks that they responded to a situation created by them rushing and being sloppy by rushing and being sloppy but it may well be that if Linus had been kept under control they wouldn’t have and keeping Linus under control seems to be a big part of their strategy going forwards. I guess my point is it’s too early to judge whether the shift in internal power dynamics at LTT/LMG, refocusing their priorities and reducing their rate of output will actually solve the issues or not.


  • I think I heard that (and the jokes about the CFO being the “sponsor”) had been trimmed out of the video (which I haven’t checked.) The first time I saw it (just about an hour after posting) it was still included and you could still see the value that Billet labs was giving for their prototype was still unblurred and there was a comment from the head of labs about how they were going to post some sort of transparency video behind a paywall (on Floatplane.) When I rewatched later that day (to show someone) they had blurred out the value, they still had the jokes about selling stuff. I’m not honestly sure if they still had the thing about the plan for the paywalled transparency video. Later I saw a short reaction video to the drama that claimed all of those elements had now been removed from the LTT video.






  • I definitely lean this way too, though I’ve become better able to step away from that mindset in games I want to enjoy without it.

    I think part of what has helped for me is, having an awareness of that tendency, I now try to actively feed or restrict it.

    IE, I play a lot of games where that is the intended fun experience. Stuff like Magnum Opus (or any Zachtronic’s title), Slay the Spire (or other roguelikes), Overwatch (or other competitive games) are all designed from the ground up for the fun to be in playing the game at the highest level of execution possible (some more mechanically others more intellectually.) I try to make sure I’m playing something like that if I feel like I’m at all likely to want to scratch that optimisation itch with that gaming session.

    Otherwise, when playing games where that isn’t really the point, I find it easier to engage with the intended experience knowing that if I want to do the optimisation thing I could switch to something that is much more satisfying for that, but I also try to optimise how well I do the thing the game wants. If it’s a roleplaying game, I might try to challenge myself to most perfectly do as the character would actually do, rather than what I might do, or what the mechanics of the game might incentivise me to do. Often that can actually lead to more challenging gameplay too as you are restricting yourself to making the less mechanically optimal choices because you’ve challenged yourself to only do so where it aligns with the character.