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Search - "#gamedev #unity"
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A guy wanted me to convert his Unity project from Android to ios.
He was offering less than 50$....
It dosent end here....
He sent me the files in a zip on Google Drive.....
Also the project size was around 3 gb......
😢😢2 -
10 years of repeating cycles of the following:
#interview
them: yeah, this is a gamedev position, c#, unity, prototyping, maybe some hololens r&d
me: cool! exactly what i was looking for, as i said a few times, i can't do php anymore, it literally causes me literal deppression.
them: don't worry, we have people for thaz, but we have nobody for c# and unity, with some art skills feel as well as you do.
me: great, glad we're on the same page. i'm taking the job! <3
them: great! oh btw, there's this enterprise intranet app in php that needs some additions, can you please do them?
me: ... what did we talk about during my interview?
them: yeah, but it's just gonna be a short thing, don't worry.
me: ...well...ok, i think i can do that.
*3 to 6 months still on the same, or the next, php enterprise bullshit app. i'm totally exhausted in all ways possible, stressed literally permanently, dreading every day, every new ticket, every meeting every contact with everyone, not able to give a shit about what i do anymore, thinking about suicide*
them: you lazy incompetent fuckup, you're fired!
* i stop communicating and coming out of my room for anything else than toilet, and shopping. stop communicating with my friends, with anyone, anxiety and exhaustion caused by even the thought of talking to anyone about anything, or doing anything, is usually unbearable. i spend 3 to 8 months like this, just sleeping, drinking, watching youtube, sometimes playing games but even that "activity", or rather even the thought of that "activity" is often exhausting. after that time, i kind of recuperate emotionally and mentally, start looking for another unity+c# gamedev job, find it, apply,
goto #interview8 -
Minutes away from Ludum Dare submission closing. Finalizing game build to upload and submit and I get this...!!!
FUCK!
I'm too exhausted to give a shit at this point. Guess I'm out. Still pretty happy with what I managed to make. Had a late start, first LD and I actually managed to make something I guess XD
I'm going to bed T_T6 -
I'm learning Unity! I don't have a lot of experience with C# or game development but it's fairly simple and super interesting so far so I'm excited!
!Rant, just excited :)8 -
TIL Python doesn't really give a fuck about semicolons -.-
So after spending the past couple years almost exclusively using C# and Unity I decided to come back* to Python for no real reason except wanting a change of pace.
I almost ripped my hair out backspacing semicolons I kept putting in out of force of habit after having worked in C# for so long
Well guess what... I just learned (purely by accident)... Python couldn't care less. I feel internal conflict if that makes sense.
TBH now I'm randomly putting in semi-colons at the end of some statements just because I can and I want to abuse this freedom ^_^
Yeah yeah it's not very "pythonic" or pretty but screw that
* I started programming in Python back in high-school but switched over to C# + Unity after graduating and pursuing indie-gamedev.
Note: After some searching I realize you can use semicolons to have multiple statements on the same line but I never really needed to do that during my time with Python so I didn't even remember it was even a thing6 -
My lessons both come from my current side project (I will share it with you in a week or two, the website isn't finished yet):
1. Every project comes to the point where it hurts to continue. Keep pushing, the result is worth it.
2. You aren't as good as you thought you were when you started, but you'll be better than you ever were when you finish.
3. Sometimes, there's more points to a list than you'd expect.
4. One hour per day is easier than five hours a week.
How?
Well. I started out my project knowing some C#, but Jack shit about unity. I know most of what I might build will end up being shit I'm gonna regret, refactor and recycle later. But I don't give a fuck. Doing it is better than planning it.
It sometimes hurts to get rid of a carefully planned algorithm that took hours to build because it fails in practice. But it's the right thing to do.
Never plan too much. If I'd have planned this project out, I wouldn't even have started with what I'm good at: write code, break shit and experiment.
It's easier to progress slowly but steady. Look at some awesome games that have been worked on for ages while the public had their say (RimWorld, Project Zomboid, Dwarf Fortress...) as opposed to those that are developed behind closed doors and rushed to the market before Christmas or some other major event (Mafia 3, Fallout 76, Fallout 4 VR...). Progress slowly, deploy early, push often. And the one hour per day approach is a good way to do this. -
#!/usr/bin/env python
# -*- coding: utf-8 -*-
from rant import depression as fuck
from WhiskeyBottle import *
import time
while bottle.contents > 0.0 and time.datetime():
fuck.rant()
Yeah ok, this will be one of a few, but I'll try to keep it short. Damn, whiskey is not helping. Nor various smokables.
So yeah, have you ever had a dream? I consider myself a gamer the whole life, always loved creative worlds, dynamics, mechanics, plots, stuff you could and couldn't do. To the point I promised myself I'd make a game - NAH - I'll be making games in the future. You know, good games, that you come back to. Like Doom. Or those porn games.
Never went to Uni or nothing. Was born in a poor European country with Internet more broken than my soul right now. Years later, after acquiring some good hardware, learning a bunch of languages, Unity, Unreal Engine 4 and experimenting for about 10 years now with small scripts, apps and mini-games I've come to this realization.
I only made one "full" "game" in my life, and that was when I was like 16 in Klik & Play (early Game Maker). And it was shit. It was horrible, horrible shit. It literally makes you want to cry when you play it. It's 16-bit brain cancer. And it's the best I've ever published.
Now I've been through countless prototypes, none of which I've developed any further. I had ideas, plans, even made some more advanced roadmaps and dev cycles. Estimated costs, time, mechanics, gameplay hooks.
I never finish anything.
I get bored. Frustrated sometimes. There's always an improvement, something that "if I'd finish that it would be it! Screw this thing I was working on now, THAT will be worth sacrificing it." It's tiresome. I'm getting old.
And honestly, I don't know how people do it anymore. Trying to compromise those side-projects (they take all my free time which is not much) and work is just... draining. I'm losing hope. Maybe I shouldn't be allowed into the gamedev world after all. Maybe I'll just pump half-assed pieces of crap everybody will hate.
Or worse, nobody will care.7 -
Hi guys,
Please come and vote for my game STRIFE - Battle for the Southern Star in the Game Dev World Championship!
https://thegdwc.com/6 -
This year I could join the "Game Graphics" for my elective classes. After seeing that we are split almost exactly in half (graphics design and programmers) our tutor (graphic with 20+ exp in the field, worked on few Call of Duty titles and more) decided that instead of forcing everyone to draw something, we will be making games in groups.
So me, and my friend were grouped with two girls from graphic. I have to say, working close with them was an eyes-opening experience. They don't think like me, they don't see like me and they interpret everything different.
Anyway, as most experienced Unity dev (... Yeaaaah, one game self made and published) I was chosen to get rest of the programmers up to speed. Luckily no one objected and they did what I wanted them to do, so it wasn't bad.
Today was supposedly the last day to present finished prototype. After three weeks staying up till 1 am, working on this project, two other, and nornal job, it was supposed to end. But, no one was really ready. So tutor decided that we will only do this project, an 2D platformer, instead of two, this and 3D game.
While walking around and checking the progress he stayed with us at least two times, watching what we were doing. Since last two weeks were really hectic, we were finishing up animations, adding some polish and such. When he came to us for the second time, he played our prototype. He's a bit older guy, somewhere around his 60, and one could see he wasn't prepared for hard gameplay I presented him with my first level design ever.
He told us his feedback, about how hard it is and not really intuitive, but in the end, he was satisfied. We have made really great progress and brought him something he could play and finish. Which was more than most of other groups had at today. And, as a cherry on the top, he complimented me as a group chief. I don't remember the last time someone complimented my work. The feeling was... Incredible. Touching even.
So, yeah. My hard work wasn't in vain, even though we now have time till the end of the semester. Everyone in my team has given their all and now we can rest for a bit, while others are catching up. Right now I only have to polish some mechanics, rework a bit of level design and add tutorial, while girls from graphic design will be working on better background and sprites.
All in all, it was a pretty good day.6 -
I want to get into game dev, but don't know which engine to choose, Unreal or Unity. Both would be free, because Unreal is free for students. I already know C++, but I think it depends more on the API than the language itself. Maybe I would like to create games for Android too.
Which one would you recommend? Any experience?6 -
Suddenly remembering that you're in a two week game jam and you've only got 3 days to put something together!4
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Hey guys!
So a few days ago I started the #100DaysOfCode Challenge but at the end of the first day I got annoyed by realizing how frustrating the character limit on Twitter can be.
So I started a blog where I could say whatever I want withiut any limits.
Then, yesterday, I got two projects to make as a final project for my game development lab. So I decide while making it to also write a tutorial on it!
I'm currently on the second part and I would really really reaaaaally LOVE some feedback since it's the first time I write a blog and tutorials 😅 And well, I believe the style is kinda different from the usual blog, so I would love to know what you think about it.
Also any ideas and suggestions will be extremely appreciated!
You can find the blog at https://blog.kamaropoulos.tk
You can also find some more backstory on my Twitter profile @KamaropoulosK
Thank you everyone in advance SO much!
You are all great people and I'm glad to be part of this amazing community!
Have a great day/evening/night everyone!3 -
Heyo, it's me. That fool who always says shit about unity.(:
So.. i just got my first real hands-on down, and phew, i gotta say.. I overestimated that heap of bullshit.
It's not like there are basic concepts of gamedev, framebased ticking and stuff like that since before the fucking gameboy - nope - let's do shit different. More ... Shit. First, we invent something new. Lets call it "prefab". None of these fuckers is going to know what that shit is.
What next.. oh the new-keyword. That's bullshit, all languages use it. Lets make Instanciate(). That's the stuff.
On we go, scenes. Most shit is statically created beforehand and used by scripts glued to stuff. Hell that so neat actually. Creating materials beforehand and then we can just load em!(:
NOPE. yo bro your Material where u used one of those loading-methods is null. We ain't telling you whats wrong, cus you know.. Load() returning null is like completely normal, why throwing an exception?
Oh and btw, it needs to be in ./Resources/, but it wont make any difference.
So now you want to google your problem, eh? Forget it. The Forums only answer on stuff like "how to add 2 numbers in unity" and the guide shows you how you did it, but they say it works that way.
Dude holy shit, of course this is a buhuuu i don't know how to do shit rant because i feel like good 8-10 years of dev experience collected while not doing homework for school were for fucking nothing.:b
And i have to use it.
Subjective Opinion: Unity was made by crackheads.6 -
fuck, took me a whole hour to debug an issue in my game that causes the start menu to switch right to the game itself, only after an hour i realized that i named the start game method as a default start ( a default method that executes at the very start of the scene). feeling so dumb now.
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Hey guys, Thanks for the feedback last time round. I have made quite a few changes to the gameplay I think you will like. Please check out my latest gameplay video and let me know what you think :)
https://youtube.com/watch/...1 -
What I spend time on making a game:
20% code
10% art
10% polish
10% brainstorming for ideas
50% testing the game and forgetting im working on it3