11 votes

Topic deleted by author

3 comments

  1. [3]
    Deimos
    (edited )
    Link
    Hmm, from a quick glance at the reviews on the game's Steam page I don't know if it's very fair to draw any conclusions from this game to development of other ones. It's a one-person project, so...

    Hmm, from a quick glance at the reviews on the game's Steam page I don't know if it's very fair to draw any conclusions from this game to development of other ones. It's a one-person project, so by definition he knows how the entire game works and there's no chance of someone else introducing incompatibilities or issues to have to deal with. It looks like a fairly limited-scope game without a very large number of players (27 reviews on Steam right now) and also seems to have:

    • no mouse support
    • no controller support
    • no ability to change controls or even toggle inverted aiming

    Those are some pretty significant (and most people would consider basic) hardware-related functions that this game doesn't need to worry about dealing with at all.

    It feels a bit like if I was giving an interview about "scaling a website isn't difficult, everyone else is doing it wrong", without noting that I'm running a relatively small site that can easily run on a single server. It wouldn't be untrue, but it's also only applicable in a certain scope.

    Edit: he also has a "Linux First Initiative" explained on his site, where Linux is treated as the primary platform. I think it's a great thing for him to be doing, but most game development can't (and shouldn't) be done that way. This is someone that's been devoted to Linux game development for years, which isn't typical at all. He basically ports his games to Windows.

    12 votes
    1. [2]
      sxo
      Link Parent
      So what? Are you implying those features are some kind of giant hurdle to overcome in the development process? I also don't see how the team size is relevant to "introducing incompatibilities or...

      Those are some pretty significant (and most people would consider basic) hardware-related functions that this game doesn't need to worry about dealing with at all.

      So what? Are you implying those features are some kind of giant hurdle to overcome in the development process? I also don't see how the team size is relevant to "introducing incompatibilities or issues" regarding crossplatform support since we're talking about video games, not low-level programming.

      Your website scope example is kinda weird too, remember all those "Optimized for IE/Netscape" pages? They had probably more trouble coding those websites for different browsers than people doing development on crossplatform middlewares :)

      Edit: he also has a "Linux First Initiative" explained on his site, where Linux is treated as the primary platform. ... He basically ports his games to Windows.

      And he's arguing that when you're targeting linux(using open middleware etc) it makes it easier to build across platforms. Why couldn't most game development(and more importantly why shouldn't it) be done that way?

      3 votes
      1. unknown user
        Link Parent
        This seems like a very technically oriented argument, but fails to consider the broader scope associated with overall operation like time and opportunity cost, limited financial resources, etc.

        This seems like a very technically oriented argument, but fails to consider the broader scope associated with overall operation like time and opportunity cost, limited financial resources, etc.

        2 votes