i used to try to make videogames from time to time and arguably i still do but less frequently. a thing that never stops bothering me - and this is not a Subchost, i just got to thinking about it again cause i saw some posts - is how "it's easy to get started making a game with (tool) and (tool)" is such a common thing to see, and more importantly, seems to work for a lot of people.
only tangentially related, but I remember when I was a baby first getting into modding and talking to the devs of an early 2000s game, EV: Nova, which was a 2D top down space trading/shooting sim. one thing 14 year old me was like âcan we rescale ships so theyâre to scale against one another and the carriers and planets would take up like the entire screen and it would be so coooolâ
Well it turns out that couldnât be done simply because the average imacâs ram back in those days couldnât fit all the sprites in memory, and the guy who made the engine did the simple thing mentioned of loading every asset at game start. And so of course in one system, you could only have 16 planets/stations, 64 ships, 256 bullets, etc because theyâre definitely not getting unloaded when they go off screen, and you canât let that deeply nested for loop checking collision two sprites at a time go too crazy etc etc
This actually felt kinda neat and elegant to my spongy teenage brain, especially because the technical bible was fantastically written and detailed. I blame this game for my constant disappointment in technical documentation since then, but also it taught me real early on that sometimes you just gotta make do, document it, and thatâs that. So I probably ended up more amenable than I would have been when things like âwait how do two computers talk to each otherâ and âthe data scientists did what with sqlâ come up
PS. the topic of multiplayer also came up pretty often on the forums and it was always responded to with âwe prototyped it and it wasnât really all that funâ and like damn thatâs a good answer we should tell g*mers that more often
