Hi I'm Dana, I mostly just tool around with friends, play RPGs, and listen to podcasts, but I've also been known to make podcasts at SuperIdols! RPG and I've written a couple of short rpgs at my itch page and on twitter.

💕@wordbending

This user is transgenderrific!


posts from @authorx tagged #game dev

also: #gamedev, #gamedevelopment, #game development, ##gamedev

mammonmachine
@mammonmachine

Several years ago, back when I was on twitter, I saw someone post something to the effect of "I love Higurashi and Umineko, but if Ryushiki07 isn't a bad writer, no one is a bad writer".

I think they're probably right: the only possible conclusion is that no one is a bad writer.

I mean, what's the alternative? You could say a lot of bad things about his prose. Some of those scenes are more awkward than a puppet with its strings cut. You could also say his works are about ten times longer than they need to be, and a better writer could do it much more cleanly and concisely. You can feel, in real time, as you read through When They Cry, that this guy is figuring out how to write as he's doing it. That very first chapter of Higurashi relies so much on the twist and shock of violence and mystery, and like its many imitators, doesn't have much more. Many writers can do stories like this better written and better paced and spend their career writing little shocking horror stories that are captivating while you're reading and amazing at hiding until the very end they have nothing to say and aren't really about anything.

But he keeps going. He's got these characters and this story, but he has so much more to say. So he doesn't stop: he uses this small town and a small group of teenage friends to go over municipal politics, labor organizing, and right-wing postwar politics as characters hang out and wear maid costumes and eventually get around to killing each other. Is someone who is fundamentally broken and capable of horrible things still worthy of love? And then some kids Home Alone the military. He wants to do a lot, and what he wants to do is so sprawling and ambitious he stumbles constantly and takes forever doing it. A writer trained for decades would be able to do all this much more efficiently, but they also wouldn't be Ryukshi07.

So we've arrived at a kind of impasse. If Ryukishi07 had no other way of writing it, maybe bad writing is good actually, because it does ultimately get people to work on time. There aren't many "bad writers" I'd give a pass like I do Ryukishi, but what does it actually mean, and how does it materially matter, that his writing is 'bad', if he still does exactly what he wishes to accomplish and he does it very well? He's good at something, and his writing is a part of that.


Last year I read Swann's Way, and something I find kind of fun about Proust is that he writes In Search Of Lost Time kind of like a webcomic. Sorry to say that about a foundational text of modern western literature, but I mean it as a complement. I love the way that big, ambitious character-focused works that are begun without an end in mind change over time. The novel is not a "structured" "linear" "story" but a medium for him to explore life through the characters he's created and the society he inhabits, as he tries over and over to capture lost moments from the past He is wandering and exploring, searching for something through time.

Proust was also a kind of laughable caricature of an aspirational writer, but his raw ambition of Being A Writer propelled him through the tremendous difficulty of Not Actually Having Written anything. Compared to novels of the time, he did structurally, basically everything wrong. Not to mention starting your career with a seven-part work literally too long to finish in a lifetime, a classic rookie mistake.

Still, like a lifetime-running comic that is never finished, In Search Of Lost Time can be whatever he needs to be for whatever he wants to explore, and ultimately this was a much more interesting thing for him to do than write what someone would have generally expected from a novel.He's not planning or undertaking the work 'correctly'; he learns as he's doing and the strength of his prose sustains him while he figures it out.

I think it's a good lesson in that to do it, you have to do it, even if you pick the worst and most insane possible way to do it. Doing it wrong is a creative process that is shared by literary greats and visual novelists alike.


When I taught Rhetoric and Composition, everyone expected me to get mad about grammar. Even in my career as a dev, I get engineers trying telling me all the time I can't start sentences with "but", as if the English language has a parser that'll yell at me. Knowing grammar and style is important, and writing is not just vibes and instinct, but knowing the rules also means knowing how to use them.

Listen, you only get one semester of Rhetoric and Composition 101. You think I can teach you everything about writing in four months? If all you could do was only barely start teaching someone one thing about writing, what would it be? Which there/they're/their to use? Or how to interrogate and express your own ideas?

Part of teaching writing is being nitpicky and unfair because incorrect style will be judged, like you might due for any typos you find here. Listen, buddy, no one's paying me for this one. You're lucky I'm editing it at all! I wouldn't have written it otherwise. This is the only way you're getting this essay.


The worst thing anyone can say about anything ever is that it has "good writing". Which of the literally infinite qualities of writing are you fucking talking about? Strong line level prose with beautiful description? Vivid characterization? How? Through dialogue? Interiority? Shit that makes you laugh? You got the feels? The dialogue feels natural? The dialogue feels unnatural, but in a cool way? Did it inform you on a current event? Was the worldbuilding consistent? Is the hard science researched? Did it cite sources in MLA style?

Imagine if the only guidelines that existed for proper formatting, grammar, and spelling were all made by and for academics and journalists, and there was precious little agreement or education on how to write well when one is being creative and making art.

It would be so difficult to become excellent at creative writing when the writing standards you were studying considered only cared about the legibility and maintainability of your prose and without considering expression.


Anyways, what was I talking about? Code? Seriously? I don't know anything about code! It took me a week straight of work to make this happen in Godot:

A beautiful, serene waterfall in a vaporwave landscape I made in godot

Looks like a beautiful waterfall, doesn't it? Wrong. Zoom in on that sample texture.

What you thought was a beautiful waterfall is in fact 047.JPG, an image from a Gainax sample texture CD. Not so nice now, huh?

A view of the Inspector in Godot where I reveal to your shock and horror I am using a terrifying JPG of teeth as the sample and noise texture for the waterfall

the same teeth texture

Anyways, can someone tell me if this is good coding? I think that's what this post is about.


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MOOMANiBE
@MOOMANiBE

that video on mario 64 invisible walls is incredibly impressive but also I feel like the sheer amount of "for some reason"s and "this game is soooo glitchy and buggy" comments in the video are going to do a lot of work disguising the fact that every single one of these optimizations are probably the only reason ANY of that shit runs on the n64 hardware to begin with

experienced gamedevs didn't take these shortcuts for fun, they likely were under signifiant time pressure, under a shifting technical landscape, and trying to optimize for complex collision on a processor whose clock speed is significantly outdone by any post-2007 graphing calculator

the fact that by and large ONLY speedrunners see these issues is frankly a real testament to how well they did


MOOMANiBE
@MOOMANiBE

I particularly want to call out the final topic of the video, which is that ground height-sorting in mario 64 is handled by comparing the height of each object's first vertex (in order, which is arbitrary) - which means that in some cases objects can be sorted lower than they should be due to ties or awkward first-vert placement.

I 1000% guarantee you this was a late-in-development optimization addition. They were almost certainly doing some sort of more complex detection and it was eating up too much frame time and so they redesigned it with the two principles that cause the bug in question, which is:

  • only compare two vertices' world locations, total, a single math operation
  • then abort as soon as the check is successful and don't check any other collision anymore

This smells very strongly of frantic optimization. "what platform is below mario" is a check that has to run every frame and it's almost certain that on maps like Tick Tock Clock there are situations where probably 7-10 possible valid ground planes can be underneath mario at any given time. During dev, not knowing the N64's final specs, you set it up to just be a thorough check that compares every possible landing spot, and suddenly you're a month from release and the game needs to ship in time to be a launch title and mario's ground collision check is taking like 400 ms, your manager is like "just make it run! we'll test for any bugs where the vertices cause weird collision" so you do that and you catch and adjust for anything you notice, and the minor remaining ones get left out.

It's extremely telling, IMO, that ALL the places this bug is an issue are minor props and weird unusual collision cases that are very hard to notice in normal play. There were probably way more at first and then they went through and fixed every reported one by hand. "why didn't they just build a tool" you might think, but they were almost certainly working under significant time constraints and sometimes you just say "good enough" and throw testers at it and then move on to the next bug and the next optimization. This is quintessential game development, and not a bit of it lazy. Shit's hard and time is a real thing.


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MOOMANiBE
@MOOMANiBE

that video on mario 64 invisible walls is incredibly impressive but also I feel like the sheer amount of "for some reason"s and "this game is soooo glitchy and buggy" comments in the video are going to do a lot of work disguising the fact that every single one of these optimizations are probably the only reason ANY of that shit runs on the n64 hardware to begin with

experienced gamedevs didn't take these shortcuts for fun, they likely were under signifiant time pressure, under a shifting technical landscape, and trying to optimize for complex collision on a processor whose clock speed is significantly outdone by any post-2007 graphing calculator

the fact that by and large ONLY speedrunners see these issues is frankly a real testament to how well they did


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soleilraine
@soleilraine

the apex of comedy is when you Google a problem you’re having and the top forum result is “this isn’t a good idea, maybe don’t do this”


soleilraine
@soleilraine

Yes I know it’s not a great idea to make Gamemaker resize the window, camera, and main surface every single frame. I can tell by the engine creaking under the weight of the effort. If it was a good idea I wouldn’t be doing it, now either pass the duct tape or get outta here


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