• Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

25770 Excellent


About jbadams

  • Rank
    Staff & Senior Moderator

Personal Information

  1. Should I encapsulate even in very small games?

    As a learning experience it would certainly be valuable. A smaller program has less complexity, and so it can be easier to experiment. If you're just trying to get games done? Probably not worth the effort unless you're planning on reusing some of that code. With a less complex program, the problems design practices such as encapsulation aim to solve aren't such a big deal.
  2. Game development blog created

  3. Crunch Isn't Cool

    Thankfully, a growing number of businesses and individuals seem to be taking more progressive views and avoiding these sort of practices, so even if I'm joining an uphill battle, I feel that it's one that can eventually be won; hopefully sometime in the not-so-distant future studios still pushing crunch and excessive overtime will be in the minority. I'd rather speak up and add my voice, and maybe just help persuade one or two people than to do nothing at all. If we all just accept the status quo, nothing will change. By speaking up, and encouraging others to do the same, there's at least a chance of having some positive impact.
  4. You're getting way off topic Kavik, this is not the place to rehash your apparent grievances with the industry again. If you want to discuss open world design your input is welcome. Ranting about how you think you have been wronged or "the industry isn't fair" is not - take it to another topic or blog entry if you really want to talk about that again.
  5. Crunch Isn't Cool

    I've always loved video games. As a child, I spent hours playing on my Atari 2600, on our home PC, or at a friend's house on his Nintendo and Super Nintendo. As time went on, I discovered QBasic and started to learn to make simple programs. It clicked - this is how the creators of the games were doing it! From there, I became very interested in learning about the creation process. I experimented, read articles in magazines, and as the World Wide Web took off I ventured online to learn more. Games got bigger and fancier, and some of them in special editions with documentaries about the creation, and I loved all of it. Well funded teams of hundreds of people were now working to create fantastic games with hours of gameplay and breathtaking visuals. I read articles and watched "making of" documentaries which described how developers would work long hours, forgoing days off, working late nights, and sometimes even sleeping in the office to meet deadlines. I was so impressed with the effort and dedication they put in. How much must you love a product to give up your nights and weekends, and spend time away from your family to finish it off? This was how great games were made, and I was in awe of the industry and the process. This was what I idolized. This was what I aspired to. I was wrong. The process I have described above is not necessary, and it is not cool. Developers do not need to sacrifice their free time, their sleep, and their health to create great games. The science is in. Numerous studies have shown that well-rested people are more productive and less prone to mistakes. The stress of this schedule and lack of sleep is profoundly damaging to people's health, causes burnout, and drives talented developers away from our industry. Just think about a cool feature that you loved in a AAA game. If the team went through a period of crunch, the developer who created that feature may have burned out and left the industry - they might not be creating awesome things for gamers anymore. We should not idolize a process that is harmful to developers. When we hear about crunch, the overwhelming reaction should be that this is not ok. Crunch is not cool, and developers still using this process should work towards a better way. Happier, healthier developers will produce better work, and in the long run, they will produce it more efficiently. Happier, healthier developers are more likely to stay in our industry rather than seeking greener pastures, resulting in more people with extensive experience who can then work on more advanced tasks and ideas, and push the industry forward. Thankfully, a growing number of developers have moved on or are moving on from this toxic culture of overtime and crunch, and a growing number of people are willing to speak up. Unfortunately, it's far from everyone, and there are many developers still exploiting workers. I'm putting my foot forward to say that I do not support a culture of overtime and crunch. We can do better, and we need to do better. I'm not the first person to share these sentiments, and I'm not an influential person, but I hope I won't be the last, and if I can convince even one more developer to stand up for better treatment of workers, then hopefully I've made some small difference. If you agree with me, next time you hear someone discussing crunch as if it's just a normal part of the process, let them know that there's a better way and that you don't support crunch and overtime. Let them know that crunch isn't cool.
  6. Game Publishing Legal Checklist?

    There is this sticky topic linking to something like what you're after, just to provide another (qualified) opinion.
  7. Tips for unique article writing!

    You don't really need to worry about unique - as long as you're not copying an existing article, explaining your own understanding using your own words should give your own perspective. Because people learn differently, for some people it may be your explanation that "clicks" and helps them to understand the topic. I would advise taking some time writing articles though. Write up a quick plan of what you want to cover, then write the article, and then go back through and see if there's anything you need to fix or that you can improve; don't just try to do it in one go. As for "spam free", perhaps I'm misunderstanding, but I just don't see how that could be a problem... don't spam, and your articles will be spam free. Make sure any links are relevant and necessary, and try to write about something useful, not just as an excuse to share a link. Hope that helps!
  8. General Why Troll Purse Migrated to AWS

    Very detailed, thanks for the response!
  9. General Why Troll Purse Migrated to AWS

    Thanks for sharing your experience! Did you consider any other options (such as Google's services) or just Digital Ocean and AWS? I'd be interested to hear why other options were discarded if any were considered.
  10. I Need An Older Open World Engine

    GODOT should work on a weaker PC, you would need to implement your own content streaming for a large open world though.
  11. Introducing my self

  12. Most people just make new posts as they make progress. //EDIT: Are we talking about forum posts, articles, or blogs here? You don't seem to have any blog posts yet?
  13. story making problem

    If you want help with the story, I'm sure you could post parts of it here for feedback and get help from lots of people.
  14. story making problem

    So do what you want. With no time limit, you can invest as much or as little time into the story as you want. Decide if the story is important to the game, or just a quick add-on to a gameplay-centric experience, and spend as much time as you feel appropriate. The one thing I will note is that a story is not a game - at some point you do need to get on with all the other stuff (programming, art, design, etc.) that makes a game. Hope that helps!
  15. story making problem

    Do you have any time limit?
  • Advertisement