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Joined 3 years ago
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Cake day: June 15th, 2023

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  • The best part is the job opening…

    Actively use and promote AI-assisted development tools to increase team efficiency and code quality

    Probably the boss of the person who had to write the job opening demanded they include something about AI, and the person who wrote it decided to turn their sarcasm up to 100. The only way to make it more clear would have been sarcastic casing:

    Actively use and promote AI-assisted development tools to InCrEaSe TeAm EfFiCiEnCy AnD cOdE qUaLiTy









  • There are several small differences between the Xbox 360 and the Xbox Series X gamepad. No single point by itself would be a very big difference, but overall it sums up. I have both gamepads in front of me, and will try to make a comparison:

    • The material of the Xbox 360 gamepad feels “better”. I can’t exactly say why, but I think it’s because of its smooth material on the bottom.
    • The Xbox 360 gamepad has bigger analogue sticks, with stronger springs.
    • Similarly, the triggers of the Xbox Series X gamepad are “weaker” than of the Xbox 360 gamepad.
    • I would have sworn that the Xbox Series X controller is a lot lighter too, but turns out, after weighing them both, that the Xbox 360 controller is slightly lighter. It does not feel this way though, with the Xbox 360 gamepad feeling way sturdier and heavier (but, as said, it’s actually lighter?!?).
    • The buttons on the Xbox 360 gamepad feel a lot smoother. They don’t make a “cheap, broken device” noise when being pressed.
      • This also applies to the D-Pad.

    I think the last point - the feeling when using the buttons and especially the D-Pad - is the most important one for me. On the Xbox 360 gamepad the buttons feel like actual buttons. On the Xbox Series X gamepad they sound and feel like a fidget toy. Using the D-Pad on the Xbox Series X gamepad is really annoying, because of the noise it makes.





  • Gamedev here: For non-indie projects it’s not up to the devs to decide which platforms get a native build. That decision is made by the publisher, and usually depends strongly on the estimated amount of extra work needed to make a native version. I agree with your statement, that if devs use ARM development PCs, they get a strong argument to convince publishers to pay for a native version, because porting costs will drop to near-zero.

    However (there always is a “however”): Many devs cannot switch away from Windows. If one develops for PC only, it’s possible. If one targets other platforms too (think: game consoles), one is stuck with whatever development environment the manufacturers of those platforms support - what is typically Windows and Visual Studio. It is kind of a chicken-and-egg problem. Platform SDKs will be made available for other operating systems or processor architectures once enough gamedevs are using those. Gamedevs cannot yet use those because platform SDKs aren’t available for them…

    It’s, to be honest, a frustrating experience… I personally would switch away from MSVC and Windows the moment I get an opportunity to. However, there never was an opportunity up to now… Our previous tech-director was pushing for Linux on dev machines - or rather: “let the devs use whatever they want, as long as it works” - but there never was an opportunity to switch, due to our games’ target platforms allowing only Windows for development…






  • shocking and horrifying the player is kind of the whole point of the game

    I disagree on the “shocking” part here. DDLC is psychological horror. It does have shocking moments, like the end of Act 1, but this is not the main point. It is way more about relationships than about shock moments. Sadly discussing that part of the game (the later acts…) is massive spoiler territory, so I’ll stop here.

    The fact remains though, that it is a horror game, and if the end of Act 1 is already too much, then sorry, but it is only going to get worse. A lot worse. (Or, if you enjoy psychological horror: Better. A lot better.)