Remember: just breaking even is more than most games accomplish. So plan to make less than your costs for several games in a row before you're lucky enough to have a modest success.
That's why I don't like things like overthinking on design patterns - that doesn't get anything on the screen.
But at the same time, some of that is necessary to ensure a good workflow
user92578
True, this is just what I've found. Some games have great programmers, and they succeed. Some games have not so great programmers and they succeed. Some games have great programmers and they fail
@DMGregory Well thats the case... Heres a little example... I have a "Save" component and a entity i wanna save to the database... at the end of the frame the "Save-System" runs over all "Save" taged entities and creates a batch sql query ( insert into values(....) ), but one of those entities has a null reference and needs one more frame to resolve this missing reference... the query runs and throws a exception, none of those entities are getting inserted due to this one missing reference...
Because its a generic hibernate related save system... the only validation hibernate knows is throwing errors when something doesnt work as expected... of course i could insert a few if conditions, but the condition if a entity is able to get saved should depend on the entity itself
I already created a condition component in the past... that system works fine, but some of the entities i wanna save already have those condition components attached, and the ecs does not allow multiple of the same components...
So i came up with the following idea... TrySaveSystem -> Spawns in SaveConditionEntity -> When that spawned entity condition is true -> SaveSystem saves entities... its a bit staged but the only solution i could come up with so far
user92578
What does the SaveSystem not know about the entities? An entity should not contain any info, it should all be in components? Alternatively, only add the SaveComponent/flag it as valid when the entity becomes valid to save inside some other system that changes the validity?
Thats a good solution... so we would simply iterate over all "Unsaved" entities... and once they are ready to get saved, we would attach the save component... Thanks a lot ^^
@Tyyppi_77 He's ignored the important bit that we've told him: no matter how good your product is, no matter how much you spend on marketing... you can't predict how people will interact with your product. If it was possible to force a product to succeed just by using the correct methodology and budgeting, wouldn't companies already be doing that?
The answer to that is "companies aren't doing that, because it's not possible". Which was supported by examples of very successful studios (SuperCell and Blizzard) killing games they've spent lots of development time and effort on already.
If it were possible to know if a product were going to be successful from the start because you were using the correct methodology and budgeting, why would they spend all that money making failed games?
Pretty much at this point the discussion just goes round and round because xcrypt wants one answer, and one answer only: "I can start making games and support myself immediately". Which is patently false without luck being involved.
At this point, just go do it, and come back and let us know how successful your first product is, and I promise you, we will cheer you. We love seeing developers have success! :)
Along the way, if you have specific development problems, keep asking questions here in chat and on the main site. We love to help!
@xcrypt I don't think the "American Dream" era where you just "had to work hard to succeed" is still valid nowadays. You mention "the right thing", but in gamedev, there is no recipe for "the right thing".
Yeah. I guess so. You can work hard, and never work toward being "noticed". "For sure, they'll see the amount of work I'm doing, I'll sure get the promotion".. nope.
I haven't observed it yet. I'm hoping it's mostly just talk and fear-mongering - several past channer projects in a similar vein have come and gone with little impact.
That's good. A few Discord servers got hit (I believe they crashed the server instance) and I have one too. It didn't get hit yet. I kinda wanna see them try.
There is also a chance it's already over. People get very excited over it but also quickly lose interest.
The funny thing is without the Pridefall thing I wouldn't know that Pride Month exists.
The "work hard and you will succeed" thing is leftover "Protestant work ethic". "The Protestant work ethic, the Calvinist work ethic, or the Puritan work ethic is a work ethic concept in theology, sociology, economics and history which emphasizes that hard work, discipline, and frugality are a result of a person's subscription to the values espoused by the Protestant faith, particularly Calvinism."
Most important thing to keep in mind about Pride and pride month: a lot of folks think it's a street party, but it's a protest. It commemorates the Stonewall riots in New York and here in Toronto, the Bathhouse riots, which were violent backlashes against discriminatory policing.
So Pride and the #BlackLivesMatter movement go hand-in-hand in standing up to police brutality and discrimination. In a phrase often attributed to Marsha P. Johnson, "No pride for some of us, without liberation for all of us"
It's also why I'm rolling my eyes extra-hard this month at anyone who says violent protest doesn't accomplish anything. I have the rights I have today as a gay man thanks to Black lesbians and trans women leading a riot, punching and hurling bricks at abusive police.
These days, it's not clear to me what proportion of people go there to actually protest, and what proportion are just there to break things. (Although it's been like that forever...)
Easy way to solve that: introduce sweeping reforms to address the concerns of the protestors. They go home, leaving nothing for the agitators to tag along with.
I know we should stay off politics. I'll just say it bugs me that Colin can't protest peacefully or they all mad, so what happens? Of course things turn violent, and even so, some of the violence is by people who want other people to turn against the original reason for the protest. That's why we should not be so disdainful of peaceful protest.
@Vaillancourt And blurring that confusion only feeds into the hands of the authorities who use it as justification to break up protests and undermine movements.
Bringing up political related topics seems okay, as long as discussions and debates remain done in a civilized way. As long as people involved can recognize that they disagree with the other(s) and disengage, I think there is nothing wrong here.
You won't convince a fan to vote against their favourite politician.
When someone asks "How does Game X achieve Y," if I can see a way to do it and I have the time, I've taken to trying to edit into "How can my game achieve Y" with game X as an example. It can be less discouraging for a new user than a close vote, and they can roll back the edit if I get it wrong. π