slembcke

joined 1 year ago
[–] slembcke@lemmy.ml 4 points 4 weeks ago* (last edited 4 weeks ago)

Hrm... I suppose I spent 15 years making other people's games first. >_< More seriously, just start with small stuff. Make a simple 2D game with a something like the Love framework or Pico8. Then try to scale up a bit or use something a bit more powerful. If you are really want to make a game solo, then the best thing you can do is learn to control your scope. You'll never be able to be good at every part of making games, so figure out what parts you want to work on and figure out how to make a game around those skills.

You also don't have to make do it alone. You can hire out art, programming, sound, music, writing... really anything. Most "solo" devs do that to some extent. Also try and seek out your local gamedev community. Asking online is fine, but you'll get more out of an in person conversation with someone who's done it before.

Lastly, game jams. There are smaller game jams going on all the time, but the big one is the global game jam in January. I've always liked that one because there are always new people. In my experience, fresh gamedevs are always perfectly welcome. You'll have someone else on the team that can rough out the structure for you, then you just need to apply what you already know as a software developer to fill in some blanks. People also like to do role bending at jams too. Programmers will try making art, artists will try making music, and sound people will try programming. Jam games are usually bad, so nobody will expect anything you make to be any good, but people generally have a blast doing it anyway. :) I like to rope people into making NES games every year because even as experienced game devs they are so sure they can't write C code, let alone for something 40 years old, certainly not in 48 hours! They do just fine once they dig in. :D -> https://www.slembcke.net/nes/

[–] slembcke@lemmy.ml 4 points 1 month ago

Anecdotally Windows is the only platform I've used where printing (and scanning) didn't tend to "just work". The only issue I've had printing under Linux was with a second hand printer my dad got that we couldn't get to print from any computer. (shrug)

[–] slembcke@lemmy.ml 2 points 2 months ago

I use Lua for this sort of thing. Not my favorite language, but it works well for it. Easy to build for any system in the last 20-30 years, and probably the next 20 too. The executable is small so you can just redistribute it or stick it in version control.

[–] slembcke@lemmy.ml 53 points 2 months ago (7 children)

Doesn't Windows break dual booting semi-regularly? I've always avoided it as I've had friends get burned by this in the past. I guess I just keep different OSes on different drives, but that obviously isn't feasible for everyone.

[–] slembcke@lemmy.ml 4 points 4 months ago (1 children)

Oooh. So I keep a Dell Mini 10 (1GB RAM, ~1GHz Atom) around with Haiku on it. It's brilliant! The UI is super snappy even on such an old machine, and I can even run pretty modern software on it. I used it yesterday to work on my website a bit. :)

[–] slembcke@lemmy.ml 8 points 4 months ago

Yeah, I make a comfortable living doing software, and having kids didn't work out. So I give out a few hundred bucks a year spread across the likes of Gnome, KDE, Mozilla, and some one off donations to smaller projects that end up saving me some time. Free software costs me more than proprietary software. Haha. (Well, unless I factor in the software I use for work... Then not even close O_o)

I get the impression that maybe the money sent to Mozilla might be a waste though. :-\

[–] slembcke@lemmy.ml 1 points 6 months ago

Speaking personally. I had the same reaction. I realized I could sign in using my GitHub account for MCC, which was... weird. Since it was just their normal web/auth page you could click around and do it in that tiny little webview. -_- Ridiculous, but I wasn't going to make a new account to play a single player game. I did nearly refund it out of spite, but didn't.

[–] slembcke@lemmy.ml 25 points 6 months ago* (last edited 6 months ago) (1 children)

I totally pulled a LTT and removed my kernel. >_< There was a "real time" kernel listed in apt, and I installed it because I was curious if it would reduce lock latency for a project I was working on. (I wasn't trying to solve a problem, just curious) It didn't and I figured it was probably a bad idea to leave it installed. So I did an apt remove, and the rest went something like this.

Apt: Are you sure you want to remove the your kernel? Y/N

Me: Oh jeez... I don't want to do that.

Motor Memory: Y

Apt: Are you really really sure? Your computer will not boot if you do this. Y/N

Me: Oh, crap! That's not what I meant to do. Definitely not!

Motor Memory: Y

Me: No! Why would my brain betray me!?

Fortunately this was on a PopOS machine, so I booted into the recovery partition. Even if fixing it only took a minute, I still felt very very dumb. >_<

[–] slembcke@lemmy.ml 1 points 7 months ago (2 children)

Eh, guessing from a distance or playing favorites won't be better though. Like I might get grumpy about a C-level guy or investor getting more than their "fair share", but marketing for example is still an important job done by people that aren't paid gobs of money. Without the ability to let the people that would buy it know about your product, it effectively doesn't exist. We all love the story about a game that came out of nowhere, but that's the exception, not the rule.

[–] slembcke@lemmy.ml 5 points 8 months ago

Hmm. I still have my old 2013 MBA that I've used with Fedora, but it's an HD 4000 IIRC. I feel you on Apple's locked down stance to repairs. It was ultimately what pushed me off of OS X. I needed a newer laptop in 2020, and they only sold hardware with non-upgradable RAM and SSDs. So long and thanks for all the fish... I had already replaced my desktop machine with Linux a few years earlier. I used the Mac 70% as a Unix machine anyway, so it was a pretty comfortable transition.

My Air worked great as a stand-in laptop when my System76 Lemur died last summer. Honestly I was blown away by how perfectly usable it still was for basic tasks. Parallel stuff like compiling was slow, but single threaded stuff still ran just great. Heck, I was even using it again yesterday to test OS X builds of my game on older hardware and it ran like a champ.

[–] slembcke@lemmy.ml 3 points 8 months ago (1 children)

Looking forward to giving VRR a shot again. Last time I tried a couple years ago was pretty underwhelming on a couple different machines. Some games worked well with it, but a lot of software felt subtly broken. A lot of weird micro-stuttering and stuff just not feeling smooth even when the average framerate was high compared to boring synced 144 hz.

[–] slembcke@lemmy.ml 5 points 9 months ago

I guess by real world usage I mean what proportion of code is being made with them. You should be skeptical of their accuracy, but there are measures for that. Like there is this one: https://www.tiobe.com/tiobe-index/, but it describes it's methodology as being about popularity based on articles, news, and other such things. Github publishes a very different chart as does RedMonk. Rust barely shows up on these charts, but Rust fans are very enthusiastic in threads like this. I like Rust well enough, but I also find the over-enthusiasm amusing.

By practical/pragmatic I mean the ability to target a lot of hardware with C. Sometimes the tooling is crap, but it's very universal. Being built on LLVM Rust can go onto plenty of hardware too, but it's probably not the tooling given to you by a platform vendor. It's also been around for a long time, so using Rust would mean a rewrite. Sometimes C is simply the choice. As for ideologically: Rust solves some pretty nasty programming issues, but sometimes I think it's fans over-estimate the percentage of real world problems it actually solves while ignoring that Rust can be more expensive to write. (shrug) Sometimes there's no such thing as a silver bullet.

 

cross-posted from: https://lemmy.ml/post/10638699

So I've been working part time for a few years on a sci-fi themed game called Veridian Expanse. It's a bit of a mashup of exploration, metroidvania, and crafting games where you are trapped inside of an asteroid. You can download the latest dev build from itch.io for Linux, Windows, and Raspberry Pi 4:

https://howlingmoonsoftware.itch.io/veridian-expanse

I've been making dev builds for a while, but I'm starting to get more serious about getting feedback. Also... as a solo dev I have no idea how to tell people about my game, so I'm starting in cozy places like Lemmy and Mastodon. :) Anyway, if people want to give it a go and let me know what you think I'd be super grateful. :D

More links:

Fun Fact: The game's source is GPLed! I'm guessing 99% of people don't care, but I don't see any downsides of doing this when I don't plan to use DRM anyway. I can't imagine it will hurt sales. On the other hand, maybe someone will use it to play the game on OpenBSD, Haiku, or some OS that doesn't exist yet.

 

This is an interactive blog post I wrote a few months ago about how to do fancy water simulations using FFTs. It doesn't assume any Fourier Transform or complex number knowledge. Even if you aren't interested in simulations, have a play with the widgets and learn a thing or two about waves. :)

 

So I've been making an game for a while now and am looking for a new round of playtesters! In a nutshell, it's an exploration/crafting game with twin-stick shooter controls set inside of an asteroid. So lots of space bugs of shoot, harvest, upgrade, repeat. The game is still missing a lot of content, but the first hour or so is pretty playable now. I keep rewriting the story bits, and most of that is currently ripped out so it might be a bit dry at the moment...

Anyway, I'm currently looking for feedback on the game's intro and early flow:

  1. Did the tutorial make sense?
  2. Is the pacing in the initial "dirt" biome ok? (Though there isn't a lot of unique items to craft right now...)
  3. Feedback on the controls: I've iterated on the "grabbing" mechanic multiple times. I really like gimmicky 1:1 physical controls like that, but some people hate them. I've tried to balance that out with a quick-grab key.
  4. Any crashes or other issues?

It's built against the Steam Scout SDK, and should run on pretty much any distro with a new enough SDL I think? Windows binary too for those currently on their work machines or somesuch. ;) There is a workinig Mac version too, but I haven't figure out how to automate that so it tends to get built rarely. There's also a Raspberry Pi 4 version in the download! Though you'll need to compile a newer version of Mesa than they currently have in apt. Otherwise it will run, but not at 60 fps. D: Sounds like Mesa might be updated in the next OS update though?

More links! | Itch.io | Steam | Code | Discord | Blog

15
Selling a game while making it open source. (howlingmoonsoftware.itch.io)
submitted 1 year ago* (last edited 1 year ago) by slembcke@lemmy.ml to c/linux@lemmy.ml
 

So I've been working on a crafting/exploration game for a while called Veridian Expanse. (I guess the details don't really matter, so I won't go into that, but check the links at the end if you're interested) I have some unresolved feelings about making the game open source, and how/why to do it.

  1. The last game we released on Steam was up on pirate sites within hours, and showed up fairly high (second page maybe?) of a simple search result of the game's name. It sold "well enough", and since it was a pretty small game so we suspect that there probably wasn't any "rampant piracy". Certainly not enough to bother to reduce it anyway. We didn't even bother to implement the (trivial to break) Steam DRM.

  2. From a sales point of view, I don't think the source code is valuable. Nobody wants to pirate the source for some random game, they want the binary that's already been made for them. Also, I've written some blog articles about how some of the game's threading, hot-loading, rendering, and soft shadowing works. At some point when people started asking questions, I would just send them the code because "why not?" Eventually I just mirrored it on Github without the assets.

  3. The assets... While I have rights to all the data and graphical assets, the sounds and music are all royalty free items that I've purchased. Even if I wanted to release them, I can't. I'm not sure I want to either.

  4. I use Linux to develop the game, but I know most of my sales will come from Windows or console versions. In a way I don't care about the Linux market financially and have been considering just publishing it on Flathub because "why not?" It also runs pretty well on the Pi 4, and I even automated the build for it because "why not?" I certainly don't hate the idea that people might like the game and tell their friends to buy it on other platforms. :p

My current thought is that I should just OSS the code, but leave the assets as proprietary. If someone really wants to pirate the game, there will be some easy way to do that a few search terms away. Even if I give away a Flathub or RPi version it's not going to change the difficulty for someone that wants a Windows version for free. On ther other hand, maybe someone will find something useful in the code or get it running on *BSD or Haiku or something. (It already compiles/runs fine on them, but I don't really want to spend time maintaining those builds)

There's certainly plenty of games with open sourced engines (like the Id games), but closed data. Then there's a few like Mindustry or 0AD that seem to be trying both, but are there other example of games that people can think of for comparison?

Some further Veridian Expanse links if you want to figure out what the heck I'm even talking about:

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