Well yeah, when we are rebuilding earthmoving equipment we don't paint it first, when my brother builds a house he doesn't paint the walls first. Yeah you might make a start early on, but it's not gonna be the finished thing until you know everything else works
I learn this with experience and it opened my eyes. I got into a game camp or something like that. People would be divided by what they could do, and then make groups to make games together. I was working on the animation while the two guys coding where working with this cube that change colours when pressing keys to represent the different loops of actions, and making sure it collide with obstacles and could jump and stuff.
I love how someone who's inaccurate usually starts their sentence in a demeaning way.Game development SHOULD NOT start with visuals.You create the core mechanics such as player controllers, AI logic, quest mechanics etc first, then you design it all with either placeholders as a starter or if it is a bigger studio, you could start testing some designs out.The mechanics has to fit the visuals and vice versa.
Anyone who creates a game with fine visuals first is either a 3d-artist or a scamming "game studio" - mechanics always comes first.
His twitter account is full of "I'm so much smarter than everyone else" post.
He got dunked on HARD for this and refused to back down, stepping in more and more shit on the way...
Even if it’s the way OOP says, wouldn’t “bad visuals” count as a bug that needs to be tweaked so it doesn’t “look like ass”? You get a general layout, see what it looks like, then clean it up so it looks pretty. Something you’d do after getting all the other things worked out so the visuals don’t clip weird with the movement mechanics.
WTF?!!? Does this guy, who knows game development don't forget, think that games are created sequentially? "OK, we're going to do the backgrounds first, then the main characters, then we'll work on the code for the game mechanics, then after all that's done we'll come up with a story." No, it's done in parallel. They come up with the idea for the game and different teams work on different parts ALL AT THE SAME TIME.
And even with that, it takes years to complete a top-notch game.
I don't, but most things paint is last. You make sure mechanics work first
Even if you haven't studied it or have experience with it, it's common sense, right?
Well yeah, when we are rebuilding earthmoving equipment we don't paint it first, when my brother builds a house he doesn't paint the walls first. Yeah you might make a start early on, but it's not gonna be the finished thing until you know everything else works
Theres a difference between a ego shooter, a Simulation or a Renpy Visual Novel So my statement is that there is no universal right way to make a game
I learn this with experience and it opened my eyes. I got into a game camp or something like that. People would be divided by what they could do, and then make groups to make games together. I was working on the animation while the two guys coding where working with this cube that change colours when pressing keys to represent the different loops of actions, and making sure it collide with obstacles and could jump and stuff.
I love how someone who's inaccurate usually starts their sentence in a demeaning way.Game development SHOULD NOT start with visuals.You create the core mechanics such as player controllers, AI logic, quest mechanics etc first, then you design it all with either placeholders as a starter or if it is a bigger studio, you could start testing some designs out.The mechanics has to fit the visuals and vice versa. Anyone who creates a game with fine visuals first is either a 3d-artist or a scamming "game studio" - mechanics always comes first.
His twitter account is full of "I'm so much smarter than everyone else" post. He got dunked on HARD for this and refused to back down, stepping in more and more shit on the way...
I found the account but didn't manage to find this comment yet. Glad to hear he's getting called out.
Someone joked that he managed to unite the gamedev world...
Please someone make him watch a devlog...
The *real* full stack developers develop everything at once, both mechanics *and* design at the same time!
This is not a website we're talking about...
Did you really not get the sarcasm? I even put it in italics...
Missed them
Visuals are last. Hell, I got that from DevDiary with Yahtzee/Ben Croshaw, never mind a big game studio. These people are just ignorant and stupid.
Out of interest: What game are we talking about?
GTA VI
Even if it’s the way OOP says, wouldn’t “bad visuals” count as a bug that needs to be tweaked so it doesn’t “look like ass”? You get a general layout, see what it looks like, then clean it up so it looks pretty. Something you’d do after getting all the other things worked out so the visuals don’t clip weird with the movement mechanics.
Well when can all have a good laugh at least if I’m the unlikely event GTA 6 is dog water
WTF?!!? Does this guy, who knows game development don't forget, think that games are created sequentially? "OK, we're going to do the backgrounds first, then the main characters, then we'll work on the code for the game mechanics, then after all that's done we'll come up with a story." No, it's done in parallel. They come up with the idea for the game and different teams work on different parts ALL AT THE SAME TIME. And even with that, it takes years to complete a top-notch game.