• Activity
  • Votes
  • Comments
  • New
  • All activity
  • Showing only topics with the tag "development". Back to normal view
    1. What's a game you're dying to play that doesn't exist?

      Greetings everyone. I'm currently in the process of getting a Computer Science degree for two primary reasons. 1.) Because I want to get a stable development job where I'm currently employed, but...

      Greetings everyone. I'm currently in the process of getting a Computer Science degree for two primary reasons. 1.) Because I want to get a stable development job where I'm currently employed, but most importantly to me 2) Because I want to make video games and have the educational credentials to confidently do so.

      I know I know, you don't need a computer science degree to create video games, and my program doesn't even teach game development. So I have a long journey ahead learning game dev alongside my program in my own time. Also I have no intentions of working at an actual game company.

      So my question today is,

      What is a game that you are dying to play, that nobody has made yet?

      I'm trying to get some inspiration. It's hard to think about something that truly doesn't exist, because there's so many amazing games already. I'm genuinely curious.

      If you're struggling like I am, feel free to list a game that's been made exactly once but no ones been able to reproduce it's genius.

      I'll start,

      I am DYING to play a factory builder game, but with ARPG gameplay. So Factorio / Dyson Sphere Program meets Diablo 4 & Path Of Exile. I just think this would create such a dopamine addicting game that would be impossible to pull away from if done right. My idea would be to have the factory be the loot crafting mechanic for progressively better armos, while the ARPG is what you use to get the materials needed to craft truly insane gear. Idk, if done right I think this could have legs.

      42 votes
    2. Any fellow software engineers using paid GitHub copilot?

      Much to my chagrin, the company I work for has done a lot in terms of steering/ pushing all software development be done through AI for some time now. And what gives me much grin, GitHub changed...

      Much to my chagrin, the company I work for has done a lot in terms of steering/ pushing all software development be done through AI for some time now.

      And what gives me much grin, GitHub changed their pricing structure for copilot. I'll skip the details the key fact is what used to be about $30/month per person + maybe few bucks in overages is now resulting in us hitting our usage cap on the 2nd day of the month. Overage costs this month will be hundreds of dollars per developer. I know this is an unexpected expense as I mentioned it casually to our CTO who had no idea.

      I'm curious if this is going to force them to rethink the AI strategy. The incessant pushing to use more and more AI maybe will finally bite them on the ass so much they have to ask us to stop or pull back? Or maybe they'll just plunder our salaries, who knows.

      I'm curious if anyone else is in the same situation.

      23 votes
    3. Are there any games that had their development abandoned that you followed where you wish that continued/completed development?

      For this post I was thinking of games more along the lines of an early access title that was abandoned or had a 1.0 release announced when it was not feature complete or still had bugs/issues that...

      For this post I was thinking of games more along the lines of an early access title that was abandoned or had a 1.0 release announced when it was not feature complete or still had bugs/issues that were never addressed. If you feel like a live service/MMO game that has shut down should have kept going, feel free to share it as well.

      40 votes
    4. Searching for neighbours on the indie web

      Hi and welcome to this post I was just wondering if anyone else (besides me) is currently interested in the indie web and also in extension 88x31 Buttons. I have a small (and very much...

      Hi and welcome to this post

      I was just wondering if anyone else (besides me) is currently interested in the indie web and also in extension 88x31 Buttons.

      I have a small (and very much in-progress) website that I mostly coded myself. I started sometimes 2 years ago, so in 2024. And through that time it has gone through so many iterations. My site only consists of HTML and CSS and some minimal JavaScript. So I was just wondering if anyone also has an interest in the indie web and more importantly also has some buttons?

      The idea or goal with this post was to just find some more people to add as neighbors because I find it somewhat scary to just ask people out of the blue or email them.

      I also made my own if anyone wants to link it to their site please let me know.

      This is my button:
      https://postimg.cc/xqYQ8dJr

      <a href="https://luna-uwu.nekoweb.org"><img src="https://luna-uwu.nekoweb.org/button-luna.png" alt="Luna's Button"/></a>
      

      I guess the link to the site is this:
      https://luna-uwu.nekoweb.org/ (I think i posted it before)

      Some "definitions"

      What is the Indie Web?

      It is some sort of a movement to bring back personal blogs and personal websites there are a few hosting alternatives similar to geocities in the 2000s. One is called neocities and the one I'm currently using is Nekoweb because indeed the web should be for cats!

      What are these 88x31 Buttons?

      so these buttons usually link to other's people site and they are the size of 88x31px it's pretty small but since you can do it in the GIF format, you can even animate them, and they usually look pretty great.
      There are some examples on my site :) on the bottom :)

      I guess that's about it. I hope you have a nice time of day wherever you are.

      43 votes
    5. Actually useful MCPs

      I'm a web developer and find the playwright MCP to be genuinely useful. My LLM is able to navigate my site, measure the size of elements, see console errors, network requests, etc. This is the...

      I'm a web developer and find the playwright MCP to be genuinely useful. My LLM is able to navigate my site, measure the size of elements, see console errors, network requests, etc. This is the only MCP I've ever installed and haven't yet had any cause to use others. But I'm interested in hearing what other professionals are using.

      28 votes
    6. Just published my first game

      Hey everyone! I know there are some people on Tildes who like making games as a hobby. I’ve had a long-standing passion for game development, but I never managed to finish a project. About a month...

      Hey everyone!

      I know there are some people on Tildes who like making games as a hobby. I’ve had a long-standing passion for game development, but I never managed to finish a project. About a month ago, I decided to push myself to finish a small game and publish it somewhere, and finally that day has come! Orb Sweeper, a 3D minesweeper puzzle on a sphere, is now live on the Google Play Store. Just as a disclaimer: it’s free, has no ads, and works offline by default, so I’m not earning anything from it. I just genuinely wanted to share my first finished project, along with the joy and relief I feel now.

      Honestly, I’ve always been more ambitious when it comes to game mechanics. I’m a big fan of strategy games, especially TBS games over the years, so of course I always dreamed of creating a grand 4X strategy game of my own. Over time, I implemented many different systems and mechanics that are complex on their own: generation of realistic and interesting maps, pathfinding, economic models, different variations of game AI, and so on. But since these kinds of projects are huge, I was never able to finish one as a solo developer, or even bring it to a properly playable state. I burned out relatively quickly.

      Over time, I realized what motivates me to continue: when somebody else is also working on the project, and when you can quickly see the results of your work. Both things are difficult to achieve. First, it’s hard to find people who are ready to spend a lot of their free time developing a big strategy game while following the same vision. Since it’s a hobby and I cannot pay for development, I also have to spend a lot of energy motivating others, not just myself. The longest I managed to keep a small team of two enthusiasts together was one month.

      Second, with complex games like strategies, there are only a few big and impactful mechanics that bring the game to the state of a playable prototype, but getting there demands a ton of polishing. Graphics, sounds, small animations, 3D models… a lot of work that is almost invisible on its own, but contributes enormously to the overall look and feel of the game. Sometimes I feel like I’m drowning in these small fixes, and that also leads to burnout.

      So I decided to make my projects progressively smaller until I could realistically complete one from start to finish. It’s a bit sad to see that only a Minesweeper-like game survived this approach, but I feel like it’s an important starting point. Seeing my game actually published gives me a bit more motivation to finish other projects.

      But then… it’s Google. All interactions with its platform make me feel a bit frustrated. It’s surprisingly difficult to publish such a simple game. I even had to hire paid testers just to satisfy their entry requirements for closed-test user engagement. There are so many policies regulating data handling that even if your game does nothing in terms of transferring data, handling accounts, or showing in-game ads, you still have to go through all these bureaucratic procedures anyway. I guess it’s probably the same with Apple, but their famous support still hasn’t helped me with account verification after a month, so I’ve yet to experience that side of things fully.

      Anyway, I’m glad that the game is available somewhere at least. And I actually play it myself sometimes on my phone. I know some people here are going through similar obstacles, so I have a question for you: what motivates you to continue working on big, complex games? And more generally, how do you avoid burning out on long-term projects?

      68 votes
    7. Vibe coding is just the return of Excel/Access, with more danger

      I probably triggered some PTSD right there. Was just in a meeting at work, where we listed off everything that makes software development hard and slow. An excersize for the thread would be to...

      I probably triggered some PTSD right there.

      Was just in a meeting at work, where we listed off everything that makes software development hard and slow. An excersize for the thread would be to replicate that list. It turned out that Claude helps with like 1/5th or less of it....especially in a collaborative environment.

      So, the situation we're now encountering is that random business areas can vibe code out something, tell nobody, throw it in AWS, have it become a critical part of a business process that fails when they quit, and nobody even has access to look at what was made.

      It gives me comfort that in about 5 years there will be a new surge in demand for programmers to reign in all the rogue applications that need shutdown because of the immense risk to continual operation of a company, from data leaks to broken payroll.

      It'll be Y2K all over again.

      45 votes
    8. That one study that proves developers using AI are deluded

      I've found myself replying to different people about the early 2025 METR study kind of often. So I thought I'd try posting a top level thread, consider it an unsolicitied public service...

      I've found myself replying to different people about the early 2025 METR study kind of often. So I thought I'd try posting a top level thread, consider it an unsolicitied public service announcement.

      You might be familiar with the study because it has been showing up alongside discussions about AI and coding for about a year. It found that LLMs actually decreased developer productivity and so people love to use it to suggest that the whole AI coding thing is really a big lie and the people who think it makes them more productive are hallucinating.

      Here's the thing about that study... No one seems to have even glanced at it!

      First, it's from early 2025, they used Claude Sonnet 3.5 or 3.7. Those models are no way comparable to current gen coding agents. The commonly cited inflection point didn't happen until later in 2025 with, depending on who you ask, Sonnet 4.5 or Opus 4.5

      The study was comprised of 16 people! If those 16 were even vaguely representative of the developer population at the time most of them wouldn't have had significant experience with LLMs for coding.

      These are not tools that just work out of the box, especially back then. It takes time and experimentation, or instruction, to use them well.

      It was cool that they did the study, trying to understand LLMs was a good idea. But it's not what anyone would consider a representative, or even well thought out, study. 16 people!

      But wait! They did a follow up study later in 2025.

      This time with about 60 people and newer models and tools. In that study they found the opposite effect, AI tools sped developers up (which is a shock to no one who has used these tools long enough to get a feel for them). They also mentioned:

      However the true speedup could be much higher among the developers and tasks which are selected out of the experiment.

      In addition they had some, kind of entertaining, issues:

      Due to the severity of these selection effects, we are working on changes to the design of our study.

      Back to the drawing board, because:

      Recruitment and retention of developers has become more difficult. An increased share of developers say they would not want to do 50% of their work without AI, even though our study pays them $50/hour to work on tasks of their own choosing. Our study is thus systematically missing developers who have the most optimistic expectations about AI’s value.

      And...

      Developers have become more selective in which tasks they submit. When surveyed, 30% to 50% of developers told us that they were choosing not to submit some tasks because they did not want to do them without AI. This implies we are systematically missing tasks which have high expected uplift from AI.

      And so...

      Together, these effects make it likely that our estimate reported above is a lower-bound on the true productivity effects of AI on these developers.

      [...]

      Some developers were less likely to complete tasks that they submitted if they were assigned to the AI-disallowed condition. One developer did not complete any of the tasks that were assigned to the AI-disallowed condition.

      [...]

      Altogether, these issues make it challenging to interpret our central estimate, and we believe it is likely a bad proxy for the real productivity impact of AI tools on these developers.

      So to summarize, the new study showed a productivity increase and they estimate it's larger than the ~20% increase the study found. Cheers to them for being honest about the issues they encountered. For my part I know for sure that the increase is significantly more than 20%. The caveat, though, is that is only true after you've had some experience with the tools.

      The truth is that we don't need a study for this, any experienced engineer can readily see it for themselves and you can find them talking about it pretty much everywhere. It would be interesting, though, to see a well designed study that attempted to quantify how big the average productivity increase actually is.

      For that the participants using AI would need to be experienced with it and allowed to use their existing setups.

      I want to add that this is not an attempt to evangelize for AI. I find the tools useful but I'm not selling anything. I'm interested in them and I stay up to date on the conversations surrounding them and the underlying technology. I use them frequently both for my own projects and to help less technical people improve their business productivity.

      Whether AI agents are a good thing or not, from a larger perspective, is a very different, and complicated, conversation. The important thing is that utility and impact are two different conversations. There isn't a debate anymore about utility.

      I know this probably won't stop people from continuing to derail conversations with the claim that developers are wrong about utility, but I had to try. It's just hard to let it pass by when someone claims the sky is green.

      I understand that AI makes people angry and I think they have good reason to be angry. There are a lot of aspects of the AI revolution that I'm not thrilled about. The hype foremost, the FOMO as part of the hype, the potential for increased wealth consolidation really sucks, though I lay that at the feet of systems that existed before LLMs came along.

      It's messy, but let's consider giving the benefit of the doubt to professionals who say a tool works instead of claiming they're wrong. Let them enjoy it. We can still be angry at AI at the same time.

      82 votes
    9. I'm glad Hideo Kojima went into games instead of directing movies

      I'm currently 20 hours and 4 "episodes" deep into Death Stranding 2 on PC and I don't have the patience to wait til the Monday megathread rolls around again to voice my thoughts. This isn't my...

      I'm currently 20 hours and 4 "episodes" deep into Death Stranding 2 on PC and I don't have the patience to wait til the Monday megathread rolls around again to voice my thoughts. This isn't my first time playing a Kojima game; I've got over 100 hours in the first Death Stranding and I've also finished multiple entries in the Metal Gear series, I've even played Boktai 2 on the GBA (though I didn't know that was a Kojima game til much later). I enjoy the vision, wackiness, flexibility in gameplay, and emphasis on little details that are fairly characteristic of a Kojima game, and those things are definitely very present in this one as well. That said though, there is one thing that only becomes more and more clear as I progress:

      Hideo Kojima is terrible at writing dialogue. By that, I don't mean characters fail to express themselves or convey ideas well through a lack of words; rather, they're entirely too reliant on words. In an era of cinema that loves "show, don't tell", Kojima leans more towards "tell, tell, tell some more, and then maybe have a bit more tell as a treat". Any character with a backstory that Kojima wants you to know about will spend a good 10 minutes unloading their life story almost as soon as they meet the main character. Any time there's a new piece of information being revealed, someone will explain it to you in textbook-level depth. I'm not sure if Kojima thinks that it's ok to have so many incredibly long exposition-dumping cutscenes in his game because the ratio of cutscene to game is still fairly low but all I can say is these cutscenes and talking sequences are not good cinema. I don't care which movie star is getting a cameo when the script itself is this absurdly poor, my immersion is shattered and watching has now become a chore.

      That said though, it's not like the game is devoid of cinematic moments, they just happen to be entirely outside of the cutscenes themselves. By far the most memorable and impactful moments in this game and the original are those times of solitude during a delivery where you're just quietly traversing through a zone, luggage in tow, and a Low Roar track starts playing. It's during these moments of calm, of pure show and no tell at all, where the player gets truly immersed in the role of the main character and has time to contemplate their journey while taking in the beauty of the nature around them. These aren't accidental or purely player-driven moments, those songs are set to play at a particular place during certain missions and knowing Kojima, he definitely had a major role in directing these as well. So it's not like he doesn't know how to create absolute cinema, but at the same time it's limited purely to gameplay moments where you're not forced to listen to someone deliver a 10 minute monologue in a way that no actual human being talks.

      So yeah, thanks for not becoming a movie director, Kojima. Your script writing's terrible but your gameplay ideas are great. I'd suggest you hire an editorial team but you probably already have and ignore them.

      29 votes
    10. Any beginners advice or resources on developing a 2D RPG/Puzzle video game?

      Hey guys, I hope this is the right place to post. So my adhd hyperfixation has recently shifted towards an idea for a game and I want to indulge my ADHD by learning all I can about game...

      Hey guys, I hope this is the right place to post.

      So my adhd hyperfixation has recently shifted towards an idea for a game and I want to indulge my ADHD by learning all I can about game development to see if I can achieve this idea to the point that maybe I can put it in "Early Access" to fund even more resources on it.

      But I'm not sure where to start. I'm looking into Godot because it's free and open source and has a lot of community resources, but also wanted to see if anyone had any ideas here.

      I have some coding experience, a lot of technical experience and pick things up extremely quickly.

      The basic idea is that it's a 2D Sidescrolling RPG, but with Match-3 "Candy Crush"-esque mechanics for battles and fighting.

      Extra details If you've played "You Must Build A Boat" or "10000000", it's a LOT kind of like that, in fact those games kind of inspired me, but more refined with a lot more in depth RPG elements and it's a bit more forgiving focusing on keeping a "flow" going, since one of my biggest pet peeves is YMBAB's RNG being very unforgiving and you'll randomly just sit there staring at the board with no moves until you die.

      So the systems/mechanics I'd need to combine to work together are the following:

      • A Match-3 type board where you match tiles, make special tiles by combining 4 or more tiles, all the features of a typical match-3 type game, just tied to outcomes outside of the board-interface.
      • An RPG element, with character attributes, leveling, items, spells, weapons, gear, potions, etc. These elements effect what tiles are on the board during gameplay, effect the chances of certain tiles, and effect health, speed, mana, or grants special in-game abilities like "Precognition"(gives a hint for a move), or "Scroll of Revival"(You can continue without starting over), etc. Attributes also effect things like tile chances, so a higher strength will get you more combat/physical tiles, or a high intelligence will get you more magic tiles.
      • Visual Elements include an auto-running sidescrolling viewport while Dungeon Running. Character auto-runs until encountering enemies, running is not controlled by player. Match-3 board will be beneath that. Time between enemy encounters can be used to clean up the board and match unneccesary tiles, make special moves to line up for next battle, or to replenish health.
        • During Battles, it'd be an over-the-shoulder battle view, similar to Pokemon style battles. Character will have health, enemy will attack character at regular intervals, player will have to balance matching combat/weapon tiles to attack enemy, and matching health/mana potion tiles to replenish health or mana(if they have potions equipped). Enemy can cause environmental effects like poison(some tiles will be poisoned so you lose health if matching them), or being frozen with ice(You need to break tiles next to the ice tiles to break them), or confusion(switches the colors of tiles). Will be block/parry mechanics, occassionally for a few seconds before the enemy strikes, you're required to match a designated tile to either block or parry that attack.
        • In a saferoom it'd be like an isometric kind of "inside a building" format like in Pokemon, just more detailed. I'd like to have saferoom customization and the ability to upgrade your character or gear too.

      Anyways, I'd love any advice or resources. Or if you'd like to help out or discuss the game idea more I'm up for that too.

      16 votes
    11. Game testers wanted for science fiction game

      I have a bare bones prototype of a game made in twine and I will be honest it needs a lot of work. The story and main architecture of the game is already planned and I am happy with it. It is the...

      I have a bare bones prototype of a game made in twine and I will be honest it needs a lot of work.

      The story and main architecture of the game is already planned and I am happy with it. It is the story hooks and pathing that I am looking to improve and for that I would like to give out a early Alpha build for volunteers to critique and provide any dead ends, errors and story beats they find engaging.

      Please feel free to send a message if you would like to participate. Thank you for your time.

      Edit: Thank you for your interest in the game the final build should be ready for volunteers in one week. I will send links to you directly at that time. Thank you again for your interest this is much better than I hoped for.

      42 votes