• 0 Posts
  • 24 Comments
Joined 3Y ago
cake
Cake day: Jun 12, 2023

help-circle
rss

I’d orefer a title to summarize the article so that I know whether it’s worth my time investment to actually read it at all. Now, I’m put if by the blayant cliff hanger at the end of the title.



The headline is omitting a vital part of the article, namely the “one ingredient”. You have to read the artivke to finish the title, which can be a definition of clickbait.




I think this game is not for you then.Harfd games are hard so that you can feelproufd of yourself after completing something hardet than you though you could. You may not complete the story but if you “git gud” you may actually enjoy it more.

Some games are not meant to be relaxing. Why would you even play a hard game if you want something easy?

I’m very provoced by this. Sorry.


I was speaking in general terms. Cloud storage is one solution. You photos are usually automatically uploaded. The most convenient solution for Android is probably Google Photos.

I use Syncthing, which can be setup on the Camera folder and only enabled when on wifi and power. Every night, my new photos are uploaded to a file server at home and then spread to all other devices.

Syncthing can also be setup to remove files from any device, just like how Dropbox and other such cloud storage services work. You can use this to keep the phone clean by moving the files out of the synced Camera folder on any other device. In my case, I also have a way larger Photos folder which will only sync to devices with more storage.

When the phone storage is staring to fill, I clean up/edit the new photos in the Camera folder - on a desktop computer - and then move them over.

Don’t forget to also backup your files! If you make a mistake on one device, you may wipe the files on all devices 😱


The trick is to automate the transfer so that there is never that much to transfer. Transfer speed doesn’t matter as much then.


Firstly, if they don’t believe in copyright, they shouldn’t be advocating for copyright, i.e. don’t base your whole business model hypocrisy. “Copyright for ther but not for me”.

The second paragraph has a vaguely defined “resources”. I assume you mean that people learning art looks at existing art as a way to get better and produce new art. I don’t think this should be in the same category as copying art from “commons”. I do believe generative AI to be copying rather than learning, unlike humans.

The third paragraph tries to put a class barrier on good morals. Let’s assume that is true. I’d argue that anyone that has the time and money to start their own venture into game development also is quite “comfortable” and should therefore be measured by the same stick.

As to that assumption: Most open source is created by people in their spare time. They mostly have full time jobs to do as well, the collaboration is done for fun or as a calling to do good for the world.


Who are you arguing against? What’s this rant supposed to teach me? You don’t like copyright? Fine, tell me with one sentence - not a wall of text.



Except AAA studios also generate their open worlds and then sloppily (albeit manually) fill it with some content. Some studios do better than others here but you can clearly tell when most side quests are just all the same format.



I’m sorry I don’t getting your point . You start off by agreeing that you don’t like the extra complexity that the update statements give. Then do some pseudo code of something entirely different where we all already agree is not an issue.

Then at the end your conclusion is that it is totally feasible. Why? You still didn’t adress the problem of updating the state


Ok, I mentioned a state machine in another sub thread. It’s not as bad if you already have a state machine.

It’s still adding more complexity though - again when the value is updated. You still need to change the state when saving. You need to decide which state to use when starting the game.

There is still risk of screwing that up when refactoring. And still the value is nearly none.

Regarding state mchines, it’s a complexity in itaelf to add random flags ro the state machine. Next time you want to add another flag you need to double all the states again, e.g. PAUSED, PAUSED_AND_SAVED, PAUSED_AND_MUTED, PAUSED_AND_SAVED_AND_MUTED. I would never add mute to the logic of the menu but that’s the pnly example I could come up with. Maybe you see my point there, at least?


Plus all the lines to update the state, when the menu is closed, when the game is closed (i.e should it be true or false at startup), when the game is saved obviously.

That’s at least three more lines plus the one you mentioned for no extra value. And again it’s easier to screw it up e.g. while refactoring.


The state “the game is paused” is different from " the game is paused and saved". Sure that could be another key in some atate machine but like above: it’s the “not mess it up” part that is harder.


It’s the “don’t mess it up” part that is harder.


They solved that by having most of the game revert to starting positions frequently (e.g. every time you die, area load).

Maybe not as immersive as Bethesda games but their lore at least tries to make sense of it.

It’s more like playing the Edge of Tomorrow movie, you need to learn where everything is.


That’s harder to implement. Suddenly you need to store that extra state somewhere and don’t mess it up. The last save should already have a timestamp and is immutable. A lot less likely to get bugs that way.



Yep that’s perfect. They get to be the “farm hand” and get their own little cottge and everything! You can buy more cottages at the carpenter if you are more than two people.