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  3. Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months'

Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months'

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  • S [email protected]

    When a dev with game dev experience says something should be easy to fix, it's under the assumption of a reasonable code base. Most games are built off of common engines and you can sometimes infer how things are likely organized if you track how bugs are introduced, how objects interact, how things are loaded, etc...

    When something is a 1 day bugfix under ideal conditions, saying it will take 6+ months is admitting one of:

    • The codebase is fucked
    • All resources are going to new features
    • Something external is slowing it down (palworld lawsuit, company sale, C-suite politics, etc...)
    • Your current dev team is sub par

    Not that any of those is completely undefendable or pure malpractice, but saying it "can't" be done or blaming complexity is often a cop out.

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    wrote last edited by
    #115

    I agree with you, but I'd also like to add the caveat that even with commonly-used engines shit can still be incredibly complex.

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    • M [email protected]

      Absolutely, it's impossible to know how much. But it's a lot easier to grasp that it's rarely just "changing a few lines" when it comes to these types of situations.

      Specially since many programmers have encountered clients, managers, etc. who think it's that simple as well.

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      wrote last edited by
      #116

      Relevant.

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      • F [email protected]

        Diablo4 has memory leak issues. As a software engineer myself, I just don't see any excuse for a game this long in production to have memory leak problems.

        There is no doubt that a lot of games are getting rushed without being properly tested.

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        wrote last edited by
        #117

        gamedev be like

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        • I [email protected]

          The ROR2 new game menu has only a few elements:

          • Character select
          • loadout select
          • difficulty select
          • artifact select
          • DLC select

          That's it.

          I know it isn't completely trivial, but as someone with many years of experience making (small) indie games, I know for a fact that a menu like that it should only be changing a few global variables. It's a frontend with very little backend to consider.

          Something like that is not a year's work. I could agree with a month, and even at that, most of it will be testing, not design.

          And tbh - the main problem with it isn't even its design (the design is fine) just its controls. You inexplicably have to use the D-pad for character select, but the analog stick for everything else, apart from switching to difficulty select with R2. Why not navigate the whole menu with either D-pad or left stick? That should only take a week to fix at the absolute maximum, unless they've managed to tie the code in a spaghettified knot that's unnecessarily coupled with actual game mechanics.

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          wrote last edited by [email protected]
          #118

          AAA gamedev here. I agree in principle with the gamefeel critiques, but I'd like to bring up that scale absolutely matters here. Every degree of complexity your codebase adds can cause cascading issues, which is one of the million reasons indie devs are told by everyone to keep their game scope small. Not saying these kinds of games shouldn't improve, but it's not as trivial as it might appearr.

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          • dumblederp@aussie.zoneD [email protected]

            My Helldivers gripe is that the war bonds cost too much for the casual player. 1000 super credits takes a while to gather, and even grind. Paying actual money for them is about $25aud per war bond. I think there's eight war bonds now? That's a full day's income, and you still need to collect medals to unlock the contents of the warbond.

            Edit: You all don't need to explain this to me, I'm aware of the options for getting super credits. None of that changes how I feel about the game and that I'm losing interest because of it.

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            wrote last edited by
            #119

            It's 15 AUD, not 25.

            As for myself. I play maybe on average 2-3 missions per day.

            So 70 ish missions per month. Collect an average of 10sc per mission. That's 700sc + the 300 you get from the previous warbond.

            That sounds very reasonable to me for an average playtime of 1h per day.

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            • sortekanin@feddit.dkS [email protected]

              revisit just prior to launch

              This is simply not feasible - menus include pause menus, talent trees, inventories, all that kind of stuff. All of that is necessary for proper gameplay testing. You can't just "bang that out in a few days".

              I'm sorry, but this idea that any of this is easy enough to do in a few days and not crucial enough to iterate on throughout development instead of just doing it at the end, is exactly the kind of naive attitude that the Helldivers and Palworld devs are talking about.

              S This user is from outside of this forum
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              wrote last edited by
              #120

              menus include pause menus, talent trees, inventories, all that kind of stuf

              Right, which is why I specifically said there's an exception for menu-heavy games like 4x and grand strategy. If we're mostly talking about launch and pause menus (which was my intent), that's a small scope of work, as in weeks, not months.

              You can absolutely build that in a few days, and then redo it later once UX has decided what needs to go there. It's pretty similar game to game, so build it properly once to be data driven, and then tweak the UX and options a bit for each game. Optimization is generally done pretty late in the dev cycle, so those options don't need to exist until later in development anyway, and that's like half the work.

              The important thing is to have your UX team iterate on it before your devs get involved, so it's ready. And have them build it out while optimizing things for release. Your menu systems don't need a ton of testing relative to the actual mechanics and gameplay.

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              • I [email protected]
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                wrote last edited by
                #121

                I was once building a game where a dinky little neon space fighter zips around the field shooting down enemies that spawn in until the boss. Everything was going great, the engine was handling large number speeds, the parallax background I custom coded with an rng star map worked perfect, right up until I tried to implement enemy tracking of the player: that shit would not work no matter how hard I tried.

                I was about to share the old demo for you dudes to try but looks like I've lost the .pck file associated with the Godot executable or the embedded pck is no longer recognized.

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                • D [email protected]

                  AAA gamedev here. I agree in principle with the gamefeel critiques, but I'd like to bring up that scale absolutely matters here. Every degree of complexity your codebase adds can cause cascading issues, which is one of the million reasons indie devs are told by everyone to keep their game scope small. Not saying these kinds of games shouldn't improve, but it's not as trivial as it might appearr.

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                  wrote last edited by
                  #122

                  Scale absolutely matters, but the scale of the new game screen is (or should be) very minor compared to the game itself. That one scene should only be setting the variables for new play, not interacting with anything outside of it.

                  And, to be clear, the main concern is simply the input handling in that scene. The UI itself doesn't really need to be changed, just which buttons change the highlight focus.

                  I can imagine it was likely thrown together quickly, perhaps with some unnecessary coupling, or maybe reading the inputs using action names that also relate to gameplay, so it becomes awkward changing it out.

                  I'm not so experienced with Unity, but in UE and Godot, adding and mapping inputs is fairly trivial - select the "up" button and map it to "ui_focus_up", etc. I can't see it being much more complex in Unity.

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                  • D [email protected]

                    UI is incredibly complex under the hood. Cryengine is also difficult to work in. There are tons of reasons games with distinct outstanding features don't switch engines, though, and it's usually due to the specific features said engine provides, no matter how difficult it becomes to work with as a legacy system over the years.

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                    wrote last edited by [email protected]
                    #123

                    There is NO reason for hunts UX to as fucking terrible as it is. They literally took it from bad to straight up awful. Believe me, I know how hard to design and implement a good UI can be, I'm a software engineer. I'm not just handwaving "make it better, duh". It's flawed from the user requirements up. It's like they never used their own ui before. It's stunning how thoroughly they don't comprehend how people have a terrible time navigating the game menus.

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                    • D [email protected]

                      Yeah, you're probably right, the video game you personally made is probably better and we're just lazy. BTW I demand 20 hours of brand-new content to be released next week, and it better be cutting-edge, uniquely interesting and creative, bug-free and $4.99, or else you're a lazy dev, too.

                      It's genuinely funny watching these people learn absolutely nothing when slapped in the face with hard facts.

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                      wrote last edited by
                      #124

                      Lazy and salty hell of a combo

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                      • J [email protected]

                        Lazy and salty hell of a combo

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                        wrote last edited by [email protected]
                        #125

                        Dumb and annoying is worse.

                        I mean, some of the most experienced and successful devs in the world are telling you (some random guy) these things bluntly in the article, and you are proving their point for them by acting how you're acting.

                        Congrats on being a sentient stereotype with a keyboard and access to the internet, I guess?

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